




GRASS 


[GRASS_FX]
GRASS_MATERIALS = Background,
OCCLUDING_MATERIALS_ALPHA = rmbl2166
OCCLUDING_MATERIALS = 
OCCLUDING_MESHES_ALPHA = 
OCCLUDING_MESHES = 1road_sub28,1road_sub30
ORIGINAL_GRASS_MATERIALS = 
ORIGINAL_GRASS_MESHES = 
MASK_RED_THRESHOLD = 0.02
MASK_BLUR = 10
SHAPE_SIZE = 4.0
SHAPE_TIDY = 0.05
SHAPE_CUT = 0.0
SHAPE_WIDTH = 1
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3



WATER 

[INCLUDE: common/materials_track.ini]
;;; optional: this might fix strange reflections
; WaterForceBlending=material:your_water_material

[Material_Water]
Materials = Concrete 2
; Meshes = WALL13         ; also working as usual
Type = pond   ; or sea or pool or river (4 options) or water

[Material_Water]
Materials = Concrete02
; Meshes = 1ROAD7        ; also working as usual
Type = river   ; or sea or pool or river (4 options) or water


; optional (defaults after "="):
UseNormalMapTwice = 1           ; use txNormal as secondary normal map
UseAlphaFromDiffuse = 0         ; use alpha-channel from txDiffuse for blending
UseAlphaFromNormal = 0          ; use alpha-channel from txNormal for blending
UseRecommendedTextures = 1      ; use recommended textures for water normals
UseRecommendedDetailTexture = 0 ; same, but only for secondary normals texture
UnevenWaterFix = 0              ; increase for uneven water meshes. messes up distant reflections 
                                ; a bit, but reduces dark self-reflecting artifacts












LIGHTS 

[LIGHT_SERIES_0]
ACTIVE = 0 
VISIBILITY_LEVEL = 0
MATERIALS = 420Light
MESHES = 
OFFSET = 0,3,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 1000
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 150
FADE_SMOOTH = 100
DIFFUSE_CONCENTRATION = 0.625
COLOR = 145, 110, 70, 0.70
COLOR_OFF = 0
CLUSTER_THRESHOLD = -30
CONDITION



[LIGHT_SERIES_0]
ACTIVE = 1
DESCRIPTION = my light
MATERIALS = 420Light, Lamp

; Shape
SPOT = 0  ; or 0 by default for line lights
SPOT_SHARPNESS = 0.3
RANGE = 50
RANGE_GRADIENT_OFFSET = 0.2

; Light
COLOR = 1, 0.9, 0.7, 10
SPECULAR_MULT = 0
SINGLE_FREQUENCY = 0
DIFFUSE_CONCENTRATION = 1
CONDITION = 
CONDITION_OFFSET =  ; by default is not set

; How light source fades with distance (for performance reasons)
FADE_AT = 400
FADE_SMOOTH = 50

[LIGHT_SERIES_...] ;LIGHTHOUSE TINY LIGHTING
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS =  GLASS
MESHES =
OFFSET = 0,-5,0
DIRECTION = 0,0,0
SPOT = 
SPOT_SHARPNESS = 0
RANGE = 5								;DEFAULT = "32" | Increase this to make the Track Lighting spread more (brighter)| BE CAREFUL THIS CAN CAUSE PERFORMANCE ISSUES
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 0
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 0.0
COLOR = 255,183,130,0.02
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = FLASHING EDGE LIGHTS ALTERNATE
MATERIALS = GLASS
MESHES = 
KEY_0 = ksEmissive
VALUE_0_OFF = 100,100,100,0.5
VALUE_0 = 1,1,1,0.5
CONDITION = BLINK

