[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]

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

[Material_CarPaint_Metallic]
BaseSpecularColor = #007F7F
CarPaintMaterial = 
FresnelMax = 0.6
FresnelC = 0.08
FlakesK = 0.4
BrightnessAdjustment = 0.1
AmbientSpecular = 0.6
AmbientSpecularEXP = 1
SpecularBase = 0.5, 50
SpecularSun = 0.01, 4
ClearCoatThickness = 0.1
UseMetallicReflections = 0.15
ColoredSpecular = 0.85

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = lodA_LightFront_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.004, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.005, lodA_LightRear_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.003, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.002, material:bulbs_lenses, InteriorEmissive002.003
SKIP_GBUFFER = lodA_LightFront_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.004, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.005, lodA_LightRear_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.003, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.002, InteriorEmissive002.003

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= lodA_LightFront_a_Coloured_1_Hard_NonTextured_Skinned_Geo.001
COLOR=35,10, 0, 2
LAG=0.0
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= lodA_LightFront_a_Coloured_1_Hard_NonTextured_Skinned_Geo
COLOR=35,10, 0, 2 
LAG=0.0
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME= lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.007, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.006
COLOR=35,10, 0, 10
OFF_COLOR=10,12,15,10 
LAG=0.0
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME= lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.009, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.008
COLOR=35,10, 0, 10
OFF_COLOR=10,12,15,10  
LAG=0.0
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.005, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.004
COLOR=35,10, 0, 10
OFF_COLOR=10,13,10,0  
LAG=0.0
REPEAT_FREQENCY_HZ=2.0
LOCATION=FRONT
REPEAT_FREQENCY_HAZARDS_HZ=4.0
CAST_LIGHT=0

[EXTRA_FX_EMISSIVE_...]
MESHES =lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.009, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.008, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.005, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.004, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.007, lodA_LightFront_a_GlassInner_1_Hard_NonTextured_NoSkin_Geo.006 ; list of meshes
RANGE = .025             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 3            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[Material_Glass]
Materials = backLight_glass
FilmIOR = 2
ExtraLightsAdjustment = 0.5
Refraction = 0
Desaturate = 0.6
ThicknessMult = 0.4
EXTRA_MASK_PASS = 6
EXTRA_MASK_PASS_OPACITY = 6

[Material_Glass]
Materials = glass_drls
FilmIOR = 1
ExtraLightsAdjustment = 90.0
Refraction = 1
Desaturate = 2.6
ThicknessMult = 2.3
EXTRA_MASK_PASS = 30
EXTRA_MASK_PASS_OPACITY = 2

[Material_Plastic_v2]
Materials=headlight_body
Brightness=0.5
OcclusionMap = 0.3
Smoothness = 0.7
Reflectance = 0.4
DetailScale=100
ApplyTilingFix=0
DetailNormalIntensity=0.2

[Material_Plastic_v2]
Materials=red_metal_interior
Brightness=1
OcclusionMap = 0.9
Smoothness = 0.9
Reflectance = 0.5
DetailScale=100
ApplyTilingFix=0
DetailNormalIntensity=0.2

[Material_InteriorPBRDetail]
Materials = headlight_body1
Reflectance = 0.5
Smoothness = 1
DetailNormalBlend =0
DetailScale =0
BrightnessAdjustment = 0.1
UseClearCoat = 1             ; set to 1 to add clear coat to material
ClearCoatSmoothness = 1    ; smoothness of clear coat
ClearCoatIntensity = 1.2     ; multiplier for clear coat, with 0, it’s pretty much disabled
ClearCoatNormalsShare = 0.0  ; how much of “txNormalDetail” goes to clear coat
ClearCoatF0 = 0.1          ; F0 for clear coat, should be 0.04 for most cases

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME =lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.002
COLOR=10,5,0,5			 		; name (one or more) of a mesh to glow        		; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR =10,0,0,5
LAG = 0.               		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; 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 = 0    		; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.004
COLOR=10,5,0,5			 		; name (one or more) of a mesh to glow        		; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR =10,0,0,5
LAG = 0.               		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3   		; 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 = 0    		; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EXTRA_FX_EMISSIVE_...]
MESHES = ; list of meshes
RANGE = .035             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,0,0,0.7            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = -2         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EXTRA_FX_EMISSIVE_...]
MESHES = lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.002, lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.004, lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.001, lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.003 ,            ; list of meshes
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,0,0,0.35          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

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


[EMISSIVE_BRAKE_...]
NAME=lodA_LightRear_a_Light_1_Hard_NonTextured_NoSkin_Geo.003
COLOR=35,0, 0,25
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=35,0,0,10
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
LOCATION=REAR

[EMISSIVE_BRAKE_...]
NAME=lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.001, lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.003
COLOR=35, 0, 0, 10
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_HEADLIGHTS_COLOR =35,0,0,1
FALLBACK_BRAKES_COLOR=35,0,0,5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
LOCATION=REAR

[Material_Plastic_v2]
Materials=silver_metal_interior, metal_knob
OcclusionMap = 1
Smoothness = 0.7
Reflectance = 0.7
DetailScale=300
ApplyTilingFix=0
DetailNormalIntensity=1

[Material_Plastic_v2]
Materials=speakers, Lotus_Emira_2022Engine_a_Base_1_Hard_NonTextured_NoSkin_df79208
OcclusionMap = 1
Smoothness = 0.5
Reflectance = 0.7
DetailScale=5
ApplyTilingFix=0
DetailNormalIntensity=5

[Material_Leather] wheel
Materials=rubber_steering_wheel
OcclusionMap=1
DetailScale=20
Reflectance = 0.05
Smoothness = 0.65
Brightness= 1
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=2

[Material_Leather] wheelTYRE
Materials=EXT_TYRE1
OcclusionMap=1
DetailScale=10
Reflectance = 0.06
Smoothness = 0.55
Brightness= 1
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=2

[Material_Leather] rubber
Materials=rubber
OcclusionMap=1
DetailScale=20
Reflectance = 0.05
Smoothness = 0.65
Brightness= 0.1
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=2

[Material_Leather] rubber_speakers
Materials=black_speakers_bed
OcclusionMap=0.5
DetailScale=20
Reflectance = 0.03
Smoothness = 0.2
Brightness= 0.1
ApplyTilingFix=1
DetailNormalIntensity=1
DetailNormalBlend=2

[Material_Leather] hex
Materials=hex_textures_headlight
OcclusionMap=1
DetailScale=15
Reflectance = 0.1
Smoothness = 0.5
Brightness= 0.6
ApplyTilingFix=0
DetailNormalIntensity=1
DetailNormalBlend=5

[Material_Metal_v2]
Materials=Lotus_Emira_2022LightFront_a_Light_1_Hard_NonTextured_N_9897f95
OcclusionMap = 0.7
Smoothness = 0.09
BrightnessAdjustment = 0.229
Metalness = 0.002
LocalReflectionsSharpness = 5.9

[Material_Metal_v2]
Materials=engine_2
OcclusionMap = 0.25
Smoothness = 0.1
BrightnessAdjustment = 0.129
Metalness = 0.1
LocalReflectionsSharpness = 1.9

[Material_Metal_v2]
Materials=exhaust_metal_outer, exhaust_ring, Lotus_Emira_2022Hood_a_PatternANoAlpha_1_Hard_Textured__e86589b
OcclusionMap = 0.25
Smoothness = 0.02
BrightnessAdjustment = 0.2
Metalness = 0.5
LocalReflectionsSharpness = 1.9

[Material_Metal_v2]
Materials=silver_headlights
OcclusionMap = 0.748
Smoothness = 0.5
Reflectance = 0.519
Metalness=.1
Brightness=0.7
DetailScale=600
ApplyTilingFix=1
DetailNormalIntensity=1
LocalReflectionsSharpness=.01

[EMISSIVE_LIGHT_...]
NAME = lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.001, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.002	 		; name (one or more) of a mesh to glow
COLOR = 10,12,15,10 
OFF_COLOR=10,12,15,0     		; glowing color if condition is met      		; glowing color otherwise, default value is 0
LAG = 0.                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.  		; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT 
CAST_LIGHT=1		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 

[EXTRA_FX_EMISSIVE_...]
MESHES =lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.001, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.002 ; list of meshes
RANGE = 0.2             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[EMISSIVE_HIGHBEAM_...]			; MAKE A MESH INTO A HIGHBEAM LIGHT
BIND_TO_HEADLIGHTS=0			; bind to headlights button if needed
NAME=lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.004, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.003		; name of meshes to activate (object1, object2, object3, etc.)
COLOR=20,22,25, 20			; colour of mesh when active
LAG=0.63				; lag time after activating
SIMULATE_HEATING=0.5			; add extra glow to mesh
LOCATION=FRONT				; position of light - front / rear / none
CAST_LIGHT=1				; make mesh project light
CLUSTER_THRESHOLD=0.5

[EXTRA_FX_EMISSIVE_...]
MESHES =lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.004, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.003 ; list of meshes
RANGE = 0.04             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

[Material_Leather] interior2
Materials=Leather_interior
OcclusionMap=0.9
DetailScale=45
Reflectance = 0.05
Smoothness = 0.4
Brightness=0.22
ApplyTilingFix=1
DetailNormalIntensity=0
DetailNormalBlend=1

[Material_Leather] alcantaramid
Materials=alcantara_interior, alcantara_roof
OcclusionMap=0.9
DetailScale=25
Reflectance = 0.01
Smoothness = 0.1
Brightness= 0.7
ApplyTilingFix=1
DetailNormalIntensity=2
DetailNormalBlend=0.3

[Material_Plastic_v2]
Materials=plastic_interior, black_shit_behind_grill
Brightness=0.2
OcclusionMap = 0.3
Smoothness = 0.1
Reflectance = 0.1
DetailScale=100
ApplyTilingFix=0
DetailNormalIntensity=5

[Material_Glass]
Materials = Lotus_Emira_2022Exterior_a_Window_1_Hard_NonTextured_Sk_2d36917, Lotus_Emira_2022Exterior_a_Window_1_Hard_NonTextured_No_3d4ab98
MaskPass = 5     ; mask pass opacity
MaskPassColor = 0, 1, 0.3
IOR = 1.5          ; looks better like this
FilmIOR = 1.7      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
usenormalmap = 1

[Material_InteriorPBRDetail]
Materials = 
Reflectance = 0.5
Smoothness = 1
DetailNormalBlend =0
DetailScale =0
BrightnessAdjustment = 0.1
UseClearCoat = 1             ; set to 1 to add clear coat to material
ClearCoatSmoothness = 1    ; smoothness of clear coat
ClearCoatIntensity = 1.2     ; multiplier for clear coat, with 0, it’s pretty much disabled
ClearCoatNormalsShare = 0.0  ; how much of “txNormalDetail” goes to clear coat
ClearCoatF0 = 0.1          ; F0 for clear coat, should be 0.04 for most cases

[Material_CarPaint_Metallic]
CarPaintMaterial = Lotus_Emira_2022Exterior_a_WindowFrame_1_Hard_NonTextur_ad514af, piano_black_interior, black_screen, numbers_knobs, black_plate
BaseSpecularColor = #000000
FresnelMax = 1
FresnelC = 0.1
FlakesK = 1
BrightnessAdjustment = 0.2
SpecularBase = 0.1, 500
SpecularSun = 0.1, 1500
AmbientSpecular = 0.1
AmbientSpecularEXP= 30
UseDiffuseAlphaAsMask = 0
ClearCoatThickness = 0.8
UseMetallicReflections = 0

[EMISSIVE_LIGHT_...]
NAME = lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_Geo, lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_G 	 		; name (one or more) of a mesh to glow
COLOR = 10,12,15,0.5 
OFF_COLOR=10,12,15,0.5      		; glowing color if condition is met      		; glowing color otherwise, default value is 0
LAG = 0.                		; with zero, turns on and off immediately
SIMULATE_HEATING = 0.  		; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT 
CAST_LIGHT=1		; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1 

[EMISSIVE_EXTRA_B_0]
NAME = lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.005 
COLOR=5,0,0,20
LAG = 0.6
SIMULATE_HEATING = 0
LOCATION = NONE
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_EXTRA_C_0]
NAME = lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.004 
COLOR=5,0,0,20
LAG = 0.6
SIMULATE_HEATING = 0
LOCATION = NONE
ACT_AS_HEADLIGHTS = 0

[EXTRA_FX_EMISSIVE_...]
MESHES =lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.005, lodA_Interior_a_Coloured_1_Hard_NonTextured_Skinned_Geo.004 ; list of meshes
RANGE = 0.37             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 8            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1         ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only


[ANIMATION_...]
INPUT=RPM
INPUT_MIN = 0
INPUT_MAX = 7500
FILE = EMIRARPM.ksanim
INPUT_LUT = (0=0.0| 1000=0.01 |2000=0.04 |3000=0.19 |4000=0.24|5000=0.48|6000=0.60|7000=1.05| 7500=0.57)  
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT=FUEL
INPUT_MIN = 0
INPUT_MAX = 60
FILE = EMIRAFUEL.ksanim
INPUT_LUT = (0=0.0| 2=0.1|3=0.2|5=0.3|10=0.4|20=0.5|30=0.6|40=0.7| 50=0.8| 60=1.0)  
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT=WATER_TEMPERATURE
FILE = EMIRATEMP.ksanim
INPUT_MIN = 80
INPUT_MAX = 100
INPUT_LUT = (| 83 = 0.4 | 95 = 1 |) 
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = FIRST
UPPER_BOUND = 1  
RANGE=0              ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = -0.8, 0, 0
POS_OFFSET_START = 0.0, 0, -0.0 position offset for the minimum value
POS_OFFSET_END = -0.06, 0.0, -0.0
NAME=gxnegativber




[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =  FIRST
UPPER_BOUND = 1 
RANGE=0                ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=00 
SPEED_LAG = 0.0                ; lag for speed, adding inertia of movement
G_FACTOR = 0.8, 0, 0.0
POS_OFFSET_START = 0.00, -0.0, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.06, 0.00, 0.0
NAME=gxpositivre

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0.0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0
SPEED_LAG = 0.0                 ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, 0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.00, -0.04, 0.0
NAME=gznegative


[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =THIRD
UPPER_BOUND = 1.3                 ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0               ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, -0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.000, 0.04, 0.0
NAME=gzplus

[SCRIPTABLE_DISPLAY_...]
MESHES = lodA_Interior_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.009
RESOLUTION = 1285, 745 ; matches values in navigator
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 1280, 799
KEEP_BACKGROUND = 0 ; Stop CSP from painting original texture as background to get stereo and navigator 
  ; to work. Script will need to reset background manually or things will leave trails.
INTERACTIVE = 1 ; Keep track of mouse position over the display (adds extra cost, especially on high poly meshes)
FORCE_UPDATE_AFTER = NAVIGATOR_0
SCRIPT = roma.lua
RearCameraPosition = 0.104, 1.01, -1.45

[RENDERING_CAMERA_0]
DYNAMIC_TEXTURE_ID = camera_rear ; here, we will create “dynamic::camera_rear” texture
POSITION = 0, 0.685, -2.65
DIRECTION = 0, -0.5, -1
INCLUDE_CAR = 1
REFRESH_RATE = 20  ; doesn’t need to update too often, those in-car cameras are usually pretty nasty
INTERIOR_ONLY = 1  ; stop rendering if camera is not interior one
CLIP_NEAR = 0.005  ; the way it’s positioned, it needs to render things that are very close (bits of car)
FOV = 168          ; huge FOV to get that authentic look
RESOLUTION = 3200, 2000 ; and massive resolution too
ACTIVE_BY_DEFAULT = 1 ; inactive by default, activated by a script
WITH_LIGHTING = 1
; RELATIVE_TO = DOOR_L

[RENDERING_CAMERA_1]
DYNAMIC_TEXTURE_ID = camera_360 ; here, we will create “dynamic::camera_rear” texture
POSITION = 0, 8.6, .3
DIRECTION = 0, -1, 0
INCLUDE_CAR = 1
REFRESH_RATE = 20  ; doesn’t need to update too often, those in-car cameras are usually pretty nasty
INTERIOR_ONLY = 1  ; stop rendering if camera is not interior one
CLIP_NEAR = 0.005  ; the way it’s positioned, it needs to render things that are very close (bits of car)
FOV = 60        ; huge FOV to get that authentic look5
RESOLUTION = 1500, 2000 ; and massive resolution too
ACTIVE_BY_DEFAULT = 0 ; inactive by default, activated by a script
WITH_LIGHTING = 1
; RELATIVE_TO = DOOR_L

[TEXTURE_PREPROCESSING_...]
DYNAMIC_TEXTURE_ID = camera_rear_distorted ; new “dynamic::camera_rear_distorted” texture
TEXTURE_SOURCE = dynamic::camera_rear ; use previously specificed camera texture
RESOLUTION = 900, 500 ; target resolution matches screen one, RESOLUTION for camera is just that multiplied by four
EFFECT = FISHEYE  ; use BASIC if you only need color correction (SATURATION, BRIGHTNESS, etc.)
INTENSITY = 1.7   ; intensity of fisheye effect, adjusted for 170° FOV
EXPOSURE = .6      ; this value activates tonemapping to get image from HDR to LDR space
BRIGHTNESS = 0.7  ; a bit dimmer

[TEXTURE_PREPROCESSING_...]
DYNAMIC_TEXTURE_ID = camera_360_distorted ; new “dynamic::camera_rear_distorted” texture
TEXTURE_SOURCE = dynamic::camera_360 ; use previously specificed camera texture
RESOLUTION = 250., 500 ; target resolution matches screen one, RESOLUTION for camera is just that multiplied by four
EFFECT = FISHEYE  ; use BASIC if you only need color correction (SATURATION, BRIGHTNESS, etc.)
INTENSITY = 0.4   ; intensity of fisheye effect, adjusted for 170° FOV
EXPOSURE = .4      ; this value activates tonemapping to get image from HDR to LDR space
BRIGHTNESS = 0.7  ; a bit dimmer

[EMISSIVE_LIGHT_...]
NAME=InteriorEmissive002.001, InteriorEmissive002, RPM.Indicator, Object1644, gfym_1, gfxp_1, gfyp_1, gfxm_0, Gas_Indicator.001, Temp.Indecator, gfxm_1
COLOR=10,10,10, 0.3
OFF_COLOR=10,10,10, 0.3
LAG=0.1
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...]
NAME=lodA_Interior_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.009
COLOR=1,1,1,1
OFF_COLOR=1,1,1,1
LAG=0.1
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0

[Material_Chrome]
Materials=chrome_logo, bumpy_metal, chrome_flag_gearbox
Smoothness = 1
Metalness = 0.5
Reflectance = 1
BrightnessAdjustment = 2
CubemapReflectionBlur = 0

[Material_Chrome]
Materials=
Smoothness = 0.9
Metalness = 0.1
Reflectance = 0.5
BrightnessAdjustment = 0.05
CubemapReflectionBlur = 0

[SHADER_REPLACEMENT_...]
MATERIALS = Lotus_Emira_2022Exterior_a_PatternAAlphaTest_1_Hard_Non_9de5495, Lotus_Emira_2022Exterior_a_PatternANoAlpha_1_Hard_NonTe_98633bb
BLEND_MODE = ALPHA_TEST
; --- Realistic grill: satin black plastic/metal, keeps holes open
PROP_... = ksAmbient, 0.12
PROP_... = ksDiffuse, 0.16
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 52
PROP_... = fresnelC, 9
PROP_... = fresnelEXP, 9.2
PROP_... = fresnelMaxLevel, 0.4
PROP_... = extColoredReflection, 0.08
PROP_... = extColoredBaseReflection, 0.06
PROP_... = extExtraSharpLocalReflections, -0.001
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 18
PROP_... = detailNormalBlend, 0.

[EXTRA_FX_EMISSIVE_...]
MESHES = InteriorEmissive002            ; list of meshes
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.2              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.7         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3             ; 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 = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Plane.004
COLOR=0,5,0, 2
LAG=0.7 
SIMULATE_HEATING=0 
LOCATION=SIDE
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=Plane.003
COLOR=0,5,0, 2
LAG=0.7 
SIMULATE_HEATING=0 
LOCATION=SIDE
TOGGLE_VISIBILITY = 1

[EMISSIVE_HANDBRAKE_0]
NAME=Plane
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2

[EMISSIVE_LIGHT_...]
NAME=Plane.001
COLOR=0,4,0,10
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...]
NAME=gball
COLOR=5,0,0,3
OFF_COLOR=5,0,0,3
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0

[EMISSIVE_LIGHT_...]
NAME=Plane.002
BLINK_REPEAT = 1                ; just make it blink
BLINK_FREQENCY_HZ = 0.9         ; sets frequency for blinking
COLOR=4,0,0,10
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
TOGGLE_VISIBILITY = 1

[EXTRA_FX_EMISSIVE_...]
MESHES = lodA_Interior_a_LabelsEmissive_1_Hard_NonTextured_Skinned_Geo,            ; list of meshes
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.03              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 6             ; 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 = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = l           ; list of meshes
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.025          ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 6             ; 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 = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible



[DI_TYRE_PRESSURE_...]
DIGITAL_ITEM = 6
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.95
INPUT_SELECTOR = 1

[DI_TYRE_PRESSURE_...]
DIGITAL_ITEM = 7
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.95
INPUT_SELECTOR = 0

[DI_TYRE_PRESSURE_...]
DIGITAL_ITEM = 8
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.95
INPUT_SELECTOR = 2

[DI_TYRE_PRESSURE_...]
DIGITAL_ITEM = 9
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.95
INPUT_SELECTOR = 3

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

[AUDIO_VOLUME]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.3
BACKFIRE_INT = 1.9
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0

[EMISSIVE_REVERSE_0]
NAME=lodA_LightRear_a_Light_1_Hard_NonTextured_NoSkin_Geo.004
COLOR=10,10,10, 40
LAG=0.1
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1

[SHAKING_EXHAUST_0]
MESHES = lodA_Engine_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.001, lodA_Engine_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.001, lodA_Engine_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.002, lodA_Engine_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.002
POINT_0 = 1, 1, 1
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.1, 0.3, 1.1

[SHAKING_EXHAUST_1]
MESHES = lodA_Exterior_a_Coloured_1_Hard_Textured_DirtyA_NoSkin_Geo.001
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.3, 0.6, 1.1

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES =lodA_Exterior_a_Coloured_1_Hard_Textured_DirtyA_NoSkin_Geo.001
1COLOR = 125, 10, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 85
INPUT_MAX = 95
INPUT_LUT = (| 84 = 0 | 90 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[REAL_MIRROR_0]
ASPECT_MULT=0.5
FLIP=1
FOV=17.6
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=0.2,-0.05

[REAL_MIRROR_1]
ASPECT_MULT=1
FLIP=0
FOV=10.48
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=-0.11,-0.06

[REAL_MIRROR_2]
ASPECT_MULT=0.5
FLIP=1
FOV=11
IS_MONITOR=0
MONITOR_SHADER_TYPE=1
ROTATION=-0.05,-0.01

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=10,12,15,4
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=30
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.765
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0, 0.675, 1.66
RANGE=110
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=129.6
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=48
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

[LIGHT_REARLIGHTS] ; taillight sprite to road
BOUND_TO= lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.003
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.604, 0.867, -2.17
MIRROR=0.652
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=170
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=4
RANGE_GRADIENT_OFFSET=0.25
COLOR=3, 0.25, 0, 0.8

[LIGHT_REARLIGHTS] ; taillight sprite to road
BOUND_TO= lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.004
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=-0.604, 0.867, -2.17
MIRROR=0.652
DIRECTION=-0.1, 0, -1
AFFECTS_TRACK=1
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0
SPECULAR_MULT=3
DIFFUSE_CONCENTRATION=0.88
SPOT=170
SPOT_SHARPNESS=0.1
FADE_AT=450
FADE_SMOOTH=5
RANGE=4
RANGE_GRADIENT_OFFSET=0.25
COLOR=3, 0.25, 0, 0.8

[REFRACTING_HEADLIGHT_0]
SURFACE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87.006
INSIDE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87.001
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0.9999,0.9999
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 = 0
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.0032000002
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0.569,0.82746685,-1.8242791
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.672,0.841,-1.884
RADIUS = 0.07300012
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.78
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1

[REFRACTING_HEADLIGHT_1]
SURFACE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87.002
INSIDE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87f54b
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
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 = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.5
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 = 0.815442,0.820851,-1.7181687
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.8296957,0.8137408,-1.7316362
RADIUS = 0.044931494
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 = 1

[REFRACTING_HEADLIGHT_2]
SURFACE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87.005
INSIDE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
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 = 0
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 0.97910094,-0.20332654,0.00024837814
MIRROR_POS = -0.742,0.8426819,-1.8248367
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = -0.665,0.8304235,-1.845
RADIUS = 0.073300004
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 = 1

[REFRACTING_HEADLIGHT_3]
SURFACE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87.004
INSIDE =lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87.003
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
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 = 0
DIRECTION = 0.337,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.827,0.8208513,-1.7181686
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = -0.836,0.8208513,-1.7745641
RADIUS = 0.0473
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 = 1

[ANIMATION_...]
INPUT = EXTRA_A           ; bind to reverse gear
FILE = Trunk.ksanim  ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
							
							[ANIMATION_...]
INPUT = EXTRA_B           ; bind to reverse gear
FILE = Door_L.ksanim  ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)
							
							[ANIMATION_...]
INPUT = EXTRA_C           ; bind to reverse gear
FILE = Door_R.ksanim  ; file name of new animation in “animations” folder
TIME = 1.0                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0       ; if set to 0, animation would go to 0% if not triggered, and 
                            ; to 100% otherwise; if set to 1, animation would play in 
                            ; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1    ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation 
                            ; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0          ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead 
                            ; of jumping from 100% to 0%
AFFECTS_INTERIOR_SHAPE = 1  ; force to update interior reflections mask if animation is 
                            ; playing (slower)


[WIPERS_TRACE_...]
SURFACE = lodA_Exterior_a_WindowFrame_1_Hard_NonTextured_NoSkin_Geo.001 ; Windscreen External layer mesh name
WIPERS= lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.004, lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.003 , lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.002 , lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.001 ; ALL Wiper Meshes Comma Separated

[ANIMATED_WIPER_...]
MESHES = lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.004, lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.003 , lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.002 , lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.001 ; ALL Wiper Meshes Comma Separated
UNDERLYING_SURFACE = lodA_Exterior_a_WindowFrame_1_Hard_NonTextured_NoSkin_Geo.001 ; Windscreen External layer mesh name
DEBUG = 0 ; change this while game is open from 1 to 0 the back to 1 then restart the game if u face the issue in video

[MESH_ADJUSTMENT_...]
MESHES = lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.004, lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.003 , lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.002 , lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.001 ; ALL Wiper Meshes Comma Separated
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1



[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.004, lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.003, lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.002, lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.001
UNDERLYING_SURFACE = lodA_Exterior_a_WindowFrame_1_Hard_NonTextured_NoSkin_Geo.001
GROUP_0 = 'lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.003@A=*', 'lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.004@A=*'
GROUP_0_ANGLE_TO = 60.9
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 = -0.7417755, 0.8150701, 0.9385212
GROUP_0_PIVOT = 0.119736016, 0.74238235, 1.269431
GROUP_0_RUBBER_FROM = -0.16149908, 0.7853745, 1.2038713
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.0235
GROUP_0_RUBBER_OFFSET_POS = 0.5007475
GROUP_0_RUBBER_TO = -0.7234192, 0.8172302, 0.9265137
GROUP_1 = 'lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.001@A=*', 'lodA_Exterior_a_Coloured_1_Hard_Textured_NoiseA_NoSkin_Geo.002@A=*'
GROUP_1_ANGLE_TO = 80
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 = -0.13581559, 0.8131576, 1.1708883
GROUP_1_PIVOT = 0.6877232, 0.76585233, 1.0923365
GROUP_1_RUBBER_FROM = 0.464458, 0.802856, 1.1020607
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.0185
GROUP_1_RUBBER_OFFSET_POS = 0.39723048
GROUP_1_RUBBER_TO = -0.13516659, 0.8076486, 1.1617013
GROUP_1_SCALE_LUT = '(|0.000=1.000|0.949=0.968|)'

[SHADER_REPLACEMENT_...]
MESHES = lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.005, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.008, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.009, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.007, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.010, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.011, lodA_LightFront_a_Light_1_Hard_NonTextured_NoSkin_Geo.012
PROP_... = fresnelC, 0.4
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.02
PROP_... = ksSpecular, 1

[Material_CarPaint_Chrome]
Materials = bulbs_chrome
NormalsMode = BASIC
BrightnessAdjustment = 0.5
SpecularBase = 1,50
SpecularSun = 12, 1500
PROP_0 = isAdditive, 2
ClearCoatThickness = 0.2

[SHADER_REPLACEMENT_...]
MATERIALS = bulbs_lenses
PROP_0_... = ksAlphaRef, 1

[Material_Glass]
Materials = bulbs_lenses
IOR = 1.5         ; looks better like this
FilmIOR = 1.4     ; redefine IOR for external film layer to increase reflections
ThicknessMult = 15 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0

[Material_CarPaint_Chrome]
BaseSpecularColor = #FFFFFF
CarPaintMaterial = STAINLESS STEEL - raw
UseMetallicReflections = 0.8
ClearCoatThickness = 0.4
ColoredSpecular = 0.85
SpecularBase = 0.75, 40
SpecularMult = 1.0
SpecularSun = 0.2, 45
FresnelMax = 1.7
FresnelC = 1.6
PROP_0  = isAdditive, 1
PROP_1 = ksDiffuse, 0.265
PROP_2 = ksAmbient, 0.3
RESOURCE_1 = txDetail
RESOURCE_COLOR_1 = #A9A9A9


; CARPAINT AMBIENT
[SHADER_REPLACEMENT_...]
MATERIALS = STAINLESS STEEL - raw
PROP_... = ksAmbient, 0.3
PROP_... = isAdditive, 0

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_TYRES
PROP_... = ksAmbient, 0.28
PROP_... = ksDiffuse, 0.28
PROP_... = ksSpecular, 0.37
PROP_... = ksSpecularEXP, 35
PROP_... = fresnelC, 0.12
PROP_... = fresnelEXP, 2.2
PROP_... = fresnelMaxLevel, 0.1
PROP_... = extExtraSharpLocalReflections, -0.001
PROP_... = extColoredReflection, 0.15
PROP_... = extColoredBaseReflection, 0.12
PROP_... = useDetail, 1
PROP_... = normalMult, 1.0
PROP_... = detailNormalBlend, 1.5