
====================TEXTURES_IMPROVEMENTS====================

[INCLUDE: common/materials_interior.ini]
[Material_InteriorPBRDetail]
Materials = lights_center_cs_a, lights_center_cs_b
Smoothness = 0.5
Metalness = 0.4
Reflectance = 0
BrightnessAdjustment = 0.3
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

[Material_Plastic_v2]
Materials = Metal_K, blackplastic Slot #2
BrightnessAdjustment = 0.3
DetailScale = 100
Metalness = 0.3
Reflectance = 0.2
OcclusionMap = 0.6

[SHADER_REPLACEMENT_...]
MATERIALS=Carpaint, Plastic, EXT_Carbon, GRILLE_SHADOWLINE, Metal_K, SPLITTER_CARBON, WING_CARBON
DOUBLE_FACE_SHADOW_BIASED=1

;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]
[Material_Metal_v2]
Materials = INT_Decals_METAL_ALuminium, plastic_smooth_#666666FF, chrome_satin_#8C8D8DFF, INT_Decals_METAL_Std
BrightnessAdjustment = 0.6
DetailScale = 0
Metalness = 0.5
Reflectance = 0.6
LocalReflectionsSharpness = 0.9
DetailTexture = 0
OcclusionMap = 0.7
[Material_Leather]
Materials = INT_OCC_PLASTIC_Skin, INT_OCC_Skin_soft, 03 - Default, leather_smooth_mgl_#010101FF, INT_OCC_Skin_soft
DetailScale = 120
OcclusionMap = 0.9
BrightnessAdjustment = 0.2
[Material_Plastic]
Materials = INT_Decals_PLASRIC_Ref, INT_Decals_PLASTIC_Std, INT_OCC_PLASTIC_Ref, INT_Decals_PLASTIC_Pedals, 07 - Default, 03 - Default, plastic_hgl_#010101FF
Meshes = warning_button
OcclusionMap = 0.9
BrightnessAdjustment = 0.2
[Material_Plastic_v2]
Materials = INT_OCC_PLASTIC_Std, INT_Black, plastic_#010101FF
Meshes=g_Bumper_Front_SUB5, g_Bumper_Rear_SUB5, GEO_Chassis_SUB4, g_Door_L_SUB6, g_Door_R_SUB4, g_Wiper_Arm01_R, g_Wiper_Brush_R, g_Wiper_Brush_L, g_Wiper_Arm01_L, GEO_Cockpit_HR_SUB2, overheadconsole_a, trunk_dop
BrightnessAdjustment = 0.0
DetailScale = 150
Metalness = 0.3
Reflectance = 0.0
OcclusionMap = 0.6
[Material_Metal_v2]
Meshes= icon_lights2, g_Bumper_Front_SUB1_A, fbump_lip_SUB1, g_Bumper_Rear_SUB3, GEO_Chassis_SUB6, seats_black_m4
OcclusionMap = 0.9
BrightnessAdjustment = 0.03
Metalness = 0.05
Reflectance = 0.1
LocalReflectionsSharpness = 0.9
[Material_Carbon]
Materials = Carpaint_roof, MAT_CARBON_Nera
Brightness = 1
ClearCoatF0 = 0.35
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 500
[Material_Carbon]
Materials = SPLITTER_CARBON, WING_CARBON, carbonfiber_007_#191919FF
Brightness = 1
ClearCoatF0 = 0.35
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 200
[Material_Carbon]
Meshes = hoodvent_a_002
Brightness = 1
ClearCoatF0 = 0.35
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 300
[Material_Carbon]
Materials = INT_OCC_CARBON_Std_A, INT_OCC_CARBON_Skin
Brightness = 1
ClearCoatF0 = 0.35
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 1000
[Material_Carbon]
Materials = carbonfiber_custom_#191919FF
Brightness = 1
ClearCoatF0 = 0.35
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 25000

[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes=  GEO_Chassis_SUB1, GEO_Chassis_SUB5, glassl2, glassr2, glassf_a
IOR = 10                       ; looks better like this
FilmIOR =                       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 5.5             ; thicker glass passes less light through
ProfileFix = 0.04               ; adds thickness to glass for glazing angles
MaskPass = 10                    ; mask pass opacity
MaskPassColor = 40, 40, 40     ; mask pass color adjustment

[Material_PhotoelasticGlass]
Meshes = GEO_Chassis_SUB5
PhotoelasticityBaseScale = 5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.4   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 6   ; how many stripes are there
ProfileFix = 0.02

====================LIGHTS====================

[DATA] 
DISABLE_LIGHTSINI=1

[INCLUDE]
INCLUDE = common/no_popup_lights.ini, common/custom_emissive.iniddds

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Plate_LODA
OFFSET=0.03, 0.015, -0.02
RANGE=0.21
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.9
COLOR=1,1,1,3.3
FALLBACK_EMISSIVE=1,1,1,1.3
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=10
FADE_SMOOTH=5

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,0.01

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=blinker_lr
BLINK_FREQENCY_HZ=1
COLOR=45, 20, 0, 1
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=blinker_lr_1
BLINK_FREQENCY_HZ=1
COLOR=45, 20, 0, 1
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=blinker_rr
BLINK_FREQENCY_HZ=1
COLOR=45, 20, 0, 1
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=blinker_rr_1
BLINK_FREQENCY_HZ=1
COLOR=45, 20, 0, 1
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=blinker_lf
BLINK_FREQENCY_HZ=1
COLOR=150, 10, 0, 2
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=blinker_rf
BLINK_FREQENCY_HZ=1
COLOR=150, 10, 0, 2
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=mirror_turn_L
BLINK_FREQENCY_HZ=1
COLOR=150, 10, 0, 2
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=mirror_turn_R
BLINK_FREQENCY_HZ=1
COLOR=150, 10, 0, 2
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=Warning_L
BLINK_FREQENCY_HZ=1
COLOR= 0, 20, 0
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=Warning_R
BLINK_FREQENCY_HZ=1
COLOR= 0, 20, 0
LAG=0.80
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_REVERSE_0]
NAME=rear_gear_lights
COLOR=50,50,50
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LOWBEAM_0]
NAME=headlights2r
COLOR=15, 15, 85
LAG=0.8
SIMULATE_HEATING=0.3
OFF_COLOR=15, 15, 85

[EMISSIVE_LOWBEAM_1]
NAME=headlights2l
COLOR=15, 15, 85
LAG=0.8
SIMULATE_HEATING=0.3
OFF_COLOR=15, 15, 85

[EMISSIVE_LIGHT_0]
NAME=headlights_top_l
COLOR=70, 70, 100
LAG=0.8
SIMULATE_HEATING=0.3
ACT_AS_HEADLIGHTS = 1

[EMISSIVE_LIGHT_1]
NAME=headlights_top_r
COLOR=70, 70, 100
LAG=0.8
SIMULATE_HEATING=0.3
ACT_AS_HEADLIGHTS = 1

[EMISSIVE_LIGHT_2]
NAME=rear_cs
COLOR=2, 0, 0
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_3]
NAME= GEO_DISPLAY_Emissive
COLOR=1, 1, 1
LAG=0.8
SIMULATE_HEATING=0.3
OFF_COLOR=2, 2, 2.5

[EMISSIVE_LIGHT_4]
NAME=GEO_Cockpit_HR_decals_SUB0
COLOR=2, 2, 2
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_5]
NAME=WATER_light
COLOR=3,3,3
OFF_COLOR=0.6, 0.6, 0.6
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_6]
NAME=RPM_light
COLOR=3,3,3
OFF_COLOR=0.6, 0.6, 0.6
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_7]
NAME=Speed_light
COLOR=3,3,3
OFF_COLOR=0.6, 0.6, 0.6
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_8]
NAME=FUEL_light
COLOR=3,3,3
OFF_COLOR=0.6, 0.6, 0.6
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_BRAKE_0]
NAME=rear_cs_1
COLOR=200, 0, 0
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_BRAKE_1]
NAME=g_Rear_Light_Center_SUB1
COLOR=400, 0, 0
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=warning_button_sticker
FALLBACK_HEADLIGHTS_COLOR=20,2,2,0.2
LAG=0.1
TOGGLE_VISIBILITY = 0

[EMISSIVE_TYRES_0]
NAME=Warning_Tires_press
COLOR=30,10,0,1
BLINK_FREQENCY_HZ=1
LAG=0.0
TOGGLE_VISIBILITY = 0

[EMISSIVE_HANDBRAKE_0]
NAME=Warning_Handbrake
COLOR=40,4,4,1
BLINK_FREQENCY_HZ=1
LAG=0.0
TOGGLE_VISIBILITY = 0

[EMISSIVE_TRACTIONCONTROL_0]
NAME=Warning_TC_OFF
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.0

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=Warning_TC
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ENGINE_DAMAGE_0]
NAME=Warning_Engine
COLOR=30,10,0,1

[EMISSIVE_...]
NAME=Warning_FUEL
TOGGLE_VISIBILITY = 0
COLOR=30,10,0,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.0

[EMISSIVE_LIGHT_9]
NAME=interior_glow_headlights
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=10,2,0,
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_10]
NAME=Warning_light
TOGGLE_VISIBILITY = 0
COLOR=2,20,2, 1
OFF_COLOR=2,20,2, 1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

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

[EMISSIVE_ABS_INACTION_0]
COLOR=40,20,4
NAME=Warning_ABS
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_1]
COLOR=80,20,0
NAME=blinker_lf
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_2]
COLOR=80,20,0
NAME=blinker_lr
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_3]
COLOR=80,20,0
NAME=blinker_lr_1
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_4]
COLOR=80,20,0
NAME=blinker_rf
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_5]
COLOR=80,20,0
NAME=blinker_rr
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_6]
COLOR=80,20,0
NAME=blinker_rr_1
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_7]
COLOR=80,20,0
NAME=warning_button_sticker
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_8]
COLOR=10,50,10
NAME=Warning_L
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_9]
COLOR=10,50,10
NAME=Warning_R
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_10]
COLOR=50,20,0
NAME=mirror_turn_L
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_ABS_INACTION_11]
COLOR=50,20,0
NAME=mirror_turn_R
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_...]
NAME=Warning_st_wheel
TOGGLE_VISIBILITY = 0
COLOR=40,20,4,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.0

[EMISSIVE_LIGHT_11]
NAME=trunk_glass
COLOR=2, 2, 2
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_12]
NAME=rear_lights_0, rear_lights_1, rear_lights_2, rear_lights_3, rear_lights_4, rear_lights_5, rear_lights_6, rear_lights_7, rear_lights_8, rear_lights_9, rear_lights_10, rear_lights_11, rear_lights_12, rear_lights_13, rear_lights_14
COLOR=10, 1, 1
LAG=0.2
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_13]
NAME=taillightl_a_004
COLOR=30, 1, 1
LAG=0.2
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_14]
NAME=but_4, but_3
COLOR=20, 0, 0
LAG=0.2
SIMULATE_HEATING=0.3

[EMISSIVE_LIGHT_15]
NAME=hp_display
COLOR=2, 2, 2
LAG=0.2
SIMULATE_HEATING=0.1

[LIGHT_EXTRA_0]
BIND_TO_HEADLIGHTS=1
COLOR=10,0,0
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=0.42,0.95,0.5
DIRECTION=0,-0.2,-1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_1]
BIND_TO_HEADLIGHTS=1
COLOR=10,0,0
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=0.3,0.95,0.5
DIRECTION=0,-0.2,-1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_2]
BIND_TO_HEADLIGHTS=0
COLOR=3,3,3
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=0.35,1.05,0.65
DIRECTION=0,1,-0.50
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_3]
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=0.615,0.82,0.5
DIRECTION=0,-0.1,-1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_4]
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=0.72,0.73,0.25
DIRECTION=0,1,0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_5]
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=-0.72,0.73,0.25
DIRECTION=0,1,0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_6]
BIND_TO_HEADLIGHTS=1
COLOR=13,0,0
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.01
POSITION=-0.07,0.65,0.135
DIRECTION=0,1,0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_7]
BIND_TO_HEADLIGHTS=0
COLOR=10,0,0
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=0.4
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=70
FADE_SMOOTH=5
MIRROR=0.01
LINE_FROM=-0.14, 0.94, 0.54
LINE_TO=0.1, 0.94, 0.57
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1

[LIGHT_EXTRA_7]
INPUT=EXTRA_D
COLOR=10,0,0
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=0.4
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=70
FADE_SMOOTH=5
MIRROR=0.01
LINE_FROM=-0.14, 0.94, 0.54
LINE_TO=0.1, 0.94, 0.57
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=320
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=1


====================ANIMATIONS====================

[ANIMATION_...]
INPUT=EXTRA_A
FILE=hood.ksanim
TIME=1.0
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=LIGHT
FILE=lights_button.ksanim
TIME=1.0
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=GAS
FILE=throttle.ksanim
TIME=0.0
INPUT_AS_PROGRESS = 1                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=BRAKE
FILE=brake.ksanim
TIME=0.0
INPUT_AS_PROGRESS = 1                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=TURNSIGNAL_RIGHT
FILE=right_turnsignal_stalk.ksanim
TIME=0.5
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=TURNSIGNAL_LEFT
FILE=left_turnsignal_stalk.ksanim
TIME=0.5
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=HANDBRAKE
FILE=handbrake.ksanim
TIME=0.0
INPUT_AS_PROGRESS = 1                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=EXTRA_B
FILE=glasses.ksanim
TIME=1.0
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=HAZARD
FILE=warning_button.ksanim
TIME=0.5
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=EXTRA_C
FILE=lcd_screen.ksanim
TIME=0.5
INPUT_AS_PROGRESS = 1                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_...]
INPUT=GEAR_R
FILE=rear_cam.ksanim
TIME=0.1
INPUT_AS_PROGRESS = 0                   ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

====================GPS====================

[INCLUDE: common/navigators.ini]

[Navigator_StyleModernDark]
Meshes = 
@ = Navigator_Size, Resolution = "1020, 520", Size = "1000, 385", Offset = "10, 95", Scale = 1
Brightness = 0.5

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = hp_display
CompactLayout = 1
@ = Navigator_Size, Resolution = "1020, 750", Size = "1000, 600", Offset = "20, 120", Scale = 1
Brightness = .1
RearCameraPosition = 0, 0.883, -2.4
aftermarketComponent=1

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

[Material_DigitalScreen]
Meshes = LCD_monitor
MatrixType = TN
ScreenScale = 2000
ScreenAspectRatio = 1
UseTextureCoordinates = 0

====================BRAKEDISC_FX====================

[BRAKEDISC_FX_FRONT]
DISC_INTERNAL_RADIUS=0.115

[BRAKEDISC_FX_REAR]
DISC_INTERNAL_RADIUS=0.133

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 90  ; 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
; 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
; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.2           ; radius of a brake disc
; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.28  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim

====================CSP_ANIMATIONS====================

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=LEFT

[ODOMETER_MAIN]
DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=5
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999

[WIPERS_TRACE_...]
SURFACE = GEO_Chassis_SUB1, g_Door_L_SUB1, g_Door_R_SUB1, GEO_INT_Glass1, GEO_Wind_L, GEO_Wind_R, glassf_a
WIPERS = g_Wiper_Brush_R, g_Wiper_Brush_L

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.365,0.302,-2.38	; self explanatory
DIRECTION = 0.0,0,-1		; self explanatory
COLOR = 0.65,0.7,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.1			; smoke intensity
TEMPERATURE_LAG = 1 
SPEED_THRESHOLD = 15, 100

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.365,0.302,-2.38	; self explanatory
DIRECTION = 0.0,0,-1		; self explanatory
COLOR = 0.65,0.7,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.1			; smoke intensity
TEMPERATURE_LAG = 1 
SPEED_THRESHOLD = 15, 100

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.2576722,0.302,-2.38	; self explanatory
DIRECTION = 0.0,0,-1		; self explanatory
COLOR = 0.65,0.7,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.1			; smoke intensity
TEMPERATURE_LAG = 1 
SPEED_THRESHOLD = 15, 100

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.265929,0.302,-2.38	; self explanatory
DIRECTION = 0.0,0,-1		; self explanatory
COLOR = 0.65,0.7,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.1			; smoke intensity
TEMPERATURE_LAG = 1 
SPEED_THRESHOLD = 15, 100

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = geo_chassis_exaust_sub09_SUB0, geo_chassis_exaust_sub09_SUB2, geo_chassis_exaust_sub9
COLOR = 12, 2, 0, 2.5
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 80
INPUT_MAX = 200
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3
ExhaustPoint = 0.28, 0.525, -2.0
ExhaustLightPoint = 0.28, 0.525, -2.1
ExhaustMeshes_MultiMap = geo_chassis_exaust_sub09_SUB0
ExhaustMeshes_PerPixel = geo_chassis_exaust_sub09_SUB0

[DEFORMING_HOOD]
NAME = MOTORHOOD          ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.02       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.06       ; how far would it offset at the far end
BULGING_EXTRA = 0.0       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.2   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[WOBBLY_BIT_0]
NAME = doorcardlf_a  ; name of the node to move
CONNECTED_TO = 0.73, 0.81, 0.40    ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 1       ; to remove any boundaries
DAMPENING_LAG = 0  ; to reduce friction
OFFSET_GAIN = 0       ; actual zero stiffness
G_GAIN = 20
GRAVITY_GAIN = 5
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 0
STIFF_AXIS_STIFFNESS = 0

[FAKE_SHADOWS_FX]
DISALLOW_REBAKING = 0 ; set to 1 to prevent CSP from generating new fake shadows (not recommended)
CUSTOM_SKIN_SHADOWS = 0 ; change to 1 to make CSP cache shadows for different skins separately (could be
                        ; used in single skin’s extension config), for skins with custom geometry
EXCLUDE_FROM_BAKING = material:EXT_glass ; list of nodes and meshes to exclude from baking

[EXTRA_FX]
MASK_GBUFFER = GEO_Chassis_SUB5, glassltl_a_002, glassctl_a_002


====================PAINTS====================

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Carpaint

[Material_CarPaint_Chameleon]
Skins = 11_midnight_purple_ver1
ChameleonColorA = #0000FF, 0.5
ChameleonColorB = #800080, 0.0
ChameleonExponent = 1
ChameleonCenter = 1
FresnelMax = 0.2
FresnelC = 0.2

[Material_CarPaint_Chameleon]
Skins = 10_pinrple
ChameleonColorA = #F08080, 0.3
ChameleonColorB = #9400D3, 0.3
ChameleonExponent = 1
ChameleonCenter = 1
FresnelMax = 0.3
FresnelC = 0.3

[Material_CarPaint_Chameleon]
Skins = 13_cadetblue_purple
ChameleonColorA = #20B2AA, 0.3
ChameleonColorB = #9400D3, 0.3
ChameleonExponent = 1
ChameleonCenter = 1
FresnelMax = 0.3
FresnelC = 0.3

[Material_CarPaint_Chameleon]
Skins = 12_midnight_purple_ver2
ChameleonColorA = #4B0082, 0.7
ChameleonColorB = #FF8C00, 0.8
ChameleonExponent = 1
ChameleonCenter = 0.40
FresnelMax = 0.5
FresnelC = 0.3

[Material_CarPaint_Chameleon]
Skins = 17_green_yellow
ChameleonColorA = #008000, 0.3 
ChameleonColorB = #FF8C00, 0.5
ChameleonExponent = 1
ChameleonCenter = 1
FresnelMax = 0.22
FresnelC = 0.22

[Material_CarPaint_Chameleon]
Skins = 19_red_pink
ChameleonColorA = #FF0000, 0.3 
ChameleonColorB = #EF00FF, 0.5 
ChameleonExponent = 1
ChameleonCenter = 1
FresnelMax = 0.22
FresnelC = 0.22

[Material_CarPaint_Chameleon]
Skins = 6_yellow_green
ChameleonColorA = #FF8C00, 0.3 
ChameleonColorB = #008000, 0.5
ChameleonExponent = 1
ChameleonCenter = 0.5
FresnelMax = 0.5
FresnelC = 0.3

====================ANALOG_INSTRUMENTS====================

[ANALOG_INDICATOR_...] ; torque with rpms
INPUT = RPM
INPUT_MAX = 7500
NAME = 
ZERO = 0
STEP = -0.06
SPEED_LAG = 0.1 
LUT = (|0=0|1000=-35|2700=-180|4000=-210|5300=-210|7500=-110|)

[ANALOG_INDICATOR_...] ; power with rpms
INPUT = RPM
INPUT_MAX = 7500
NAME = 
ZERO = 0
STEP = -0.06
SPEED_LAG = 0.1
LUT = (|0=50|1000=-5|5400=-230|7100=-200|)
