[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.ini, common/custom_emissive.ini, common/materials_pbr.ini, common/materials_glass.ini, common/materials_interior.ini, common/materials_base.ini,common/navigators.ini

[VAO]
OPACITY = 1.0    ; override opacity of VAO patch if set
MULTIPLIER = 1.0  ; override brightness multiplier of VAO patch if set

[BOUNCED_LIGHT]
SUPPORTED = 1
DEPTH_EXPANSION_STEPS = 3
SURFACE_MATERIALS = ?

[LIGHTING]
ENABLE_TREES_LIGHTING = 0        ; if all your trees are not very close to a track, you can improve performance a lot by disabling trees lighting completely
TRACK_AMBIENT_GROUND_MULT = 0.5  ; only define it if needed! allows to redefine ambient multiplier for surfaces facing down
BOUNCED_LIGHT_MULT = 1, 1, 1, 1  ; multiplier for bouncing light (set to 0 if track is black, for example)
LIT_MULT = 1.0                   ; multiplier for dynamic lights affecting the track
SPECULAR_MULT = 1.0                ; multiplier for speculars
CAR_LIGHTS_LIT_MULT = 1        ; multiplier for dynamic lights affecting cars on the track
TERRAIN_SHADOWS_THRESHOLD = 0.0  ; ?

[MISCELLANEOUS]
USE_DISTANT_EMISSIVES_GLOW=1
USE_DISTANT_EMISSIVES_FOG_GLOW=1

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = GARAGE MAIN
MESHES = LAMP_3,LAMP_1,LAMP_2
KEY_0 = ksEmissive
VALUE_0 = 2.2, 2.2, 2.2, 10
VALUE_0_OFF = 0
SINGLE_FREQUENCY=0.7
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = GARAGE MAIN
MESHES = garage.010
KEY_0 = ksEmissive
VALUE_0 = 2.2, 2.2, 2.2, 0.1
VALUE_0_OFF = 0
SINGLE_FREQUENCY=0.7
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE=1
MESHES = LAMP_3
DIRECTION= NORMAL
OFFSET=0, 1, 0
RANGE=15
FADE_AT=255
COLOR=25,25,25,0.4
SPECULAR_MULT=2.0
SINGLE_FREQUENCY=0.2
CONDITION=NIGHT_SMOOTH
RANGE_GRADIENT_OFFSET = 0.15
SPOT = 240
CLUSTER_THRESHOLD=1
SPOT_SHARPNESS = 0.15

[EXTRA_FX_EMISSIVE_...]            
MESHES=LAMP_3
RANGE =1.4        ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 7,7,7, 0.15          ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0

[LIGHT_SERIES_...]
ACTIVE=1
MESHES = LAMP_2,LAMP_1
DIRECTION= NORMAL
OFFSET=0, 1, 0
RANGE=9
FADE_AT=500
COLOR=25,25,25,0.4
SPECULAR_MULT=2.0
SINGLE_FREQUENCY=0.15
CONDITION=NIGHT_SMOOTH
RANGE_GRADIENT_OFFSET = 0.2
SPOT = 240
CLUSTER_THRESHOLD=1
SPOT_SHARPNESS = 0.1

; sfx
[SOUNDBANK_0]
BANK = sfx/md_garage.bank
GUIDS = sfx/GUIDs.txt

[EVENT_0]
ID = md_garage/soundevent      ; event path, as you can see it in GUIDs.txt
REVERB_RESPONSE = 1  ; should event respond to reverb

; Positioning:
POSITION = -0.505, -0, -2.74   ; position of an audio source in space
                     ; (you can use Object Inspector to quickly find out position,
                     ; just click anywhere and copy coordinates)
DIRECTION = 0, 0, 1  ; direction of audio event

; Volumes:
VOLUME = 2                  ; base volume
CAMERA_INTERIOR_MULT = 1  ; volume multiplier for interior cameras
CAMERA_EXTERIOR_MULT = 1    ; volume multiplier for exterior cameras like chase cam
CAMERA_TRACK_MULT = 1       ; volume multiplier for track cameras

; Parameters:
INPUT_KEY_0 = some_parameter
INPUT_VALUE_0 = 0.5