[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: common/materials_carpaint.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]
CarPaintMaterial = x3_nullPRIMARY.001

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.05
FlakesK = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.7
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.36


[WIPERS_TRACE_...]
SURFACE = windscreen_SUB1 ; Windscreen External layer mesh name
WIPERS= bodyshell_SUB17.002_SUB1,bodyshell_SUB17.001_SUB1,bodyshell_SUB14.002_SUB0,bodyshell_SUB17.002_SUB0,bodyshell_SUB15.002_SUB0,bodyshell_SUB17.001_SUB0 ; ALL Wiper Meshes Comma Separated

[ANIMATED_WIPER_...]
MESHES = bodyshell_SUB17.002_SUB1,bodyshell_SUB17.001_SUB1,bodyshell_SUB14.002_SUB0,bodyshell_SUB17.002_SUB0,bodyshell_SUB15.002_SUB0,bodyshell_SUB17.001_SUB0 ; ALL Wiper Meshes Comma Separated
UNDERLYING_SURFACE = windscreen_SUB1 ; 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 = bodyshell_SUB17.002_SUB1,bodyshell_SUB17.001_SUB1,bodyshell_SUB14.002_SUB0,bodyshell_SUB17.002_SUB0,bodyshell_SUB15.002_SUB0,bodyshell_SUB17.001_SUB0 ; ALL Wiper Meshes Comma Separated
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = bodyshell_SUB17.002_SUB1, bodyshell_SUB17.001_SUB1, bodyshell_SUB14.002_SUB0, bodyshell_SUB17.002_SUB0, bodyshell_SUB15.002_SUB0, bodyshell_SUB17.001_SUB0
UNDERLYING_SURFACE = windscreen_SUB1
GROUP_0 = 'bodyshell_SUB17.002_SUB1@A=*', 'bodyshell_SUB17.002_SUB0@A=*', 'bodyshell_SUB14.002_SUB0@A=*'
GROUP_0_ANGLE_TO = 65.2
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = -0.797873, 0.49787265, 0.3398845
GROUP_0_AXIS_OFFSET_1 = -0.797873, 0.49787265, 0.3398845
GROUP_0_END = -0.71544015, 0.26614112, 0.70989984
GROUP_0_PIVOT = 0.05769982, 0.22426131, 0.984421
GROUP_0_RUBBER_FROM = -0.22681332, 0.2746029, 0.8389611
GROUP_0_RUBBER_OFFSET_AMOUNT = 0.0064999997
GROUP_0_RUBBER_TO = -0.71110153, 0.2587595, 0.7114582
GROUP_1 = 'bodyshell_SUB17.001_SUB1@A=*', 'bodyshell_SUB17.001_SUB0@A=*', 'bodyshell_SUB15.002_SUB0@A=*'
GROUP_1_ANGLE_TO = 81.3
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 = -0.17643018, 0.27017123, 0.84988105
GROUP_1_PIVOT = 0.61441994, 0.21881138, 0.89007103
GROUP_1_RUBBER_FROM = 0.36825562, 0.2678728, 0.82710934
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.0056
GROUP_1_RUBBER_TO = -0.17293167, 0.2682314, 0.84142685
GROUP_1_SCALE_LUT = '(|0.000=1.000|0.873=0.928|)'

[Material_InteriorPBRDetail]
Materials = x3_xxx_1.003, x3_xxx_0.006, black_plate
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_Glass]
Materials = x3_gls_r01
FilmIOR = 1.4
ExtraLightsAdjustment = 0.0
Refraction = 1
Desaturate = 0.6
ThicknessMult = 0.7
EXTRA_MASK_PASS = 6
EXTRA_MASK_PASS_OPACITY = 6


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=LED_01
COLOR=50,30,0,5
OFF_COLOR=20,20,20,5
LAG=0
REPEAT_FREQENCY_HZ=2.8
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=LED_02
COLOR=50,30,0,5
OFF_COLOR=20,20,20,5
LAG=0
REPEAT_FREQENCY_HZ=2.8
SIMULATE_HEATING=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = misc_f_SUB0, misc_f_SUB2, material:Lens
SKIP_GBUFFER = misc_f_SUB0, misc_f_SUB2

;PBR GLASS
[INCLUDE: common/materials_glass.ini]

[Material_Glass]
Materials =  x3_gls_01
ThicknessMult = 90 
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = -5
FilmIOR= 2.8

[SHADER_REPLACEMENT_...] ; Carbon
MATERIALS = x3_69_c_01
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.9
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 290
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=arrow
COLOR=0,4,0, 7   
LAG=0
SIMULATE_HEATING=0 
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=arrow.001
COLOR=0,4,0, 7   
LAG=0
SIMULATE_HEATING=0 
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=taillight_l.1
COLOR=10,9,0, 40
OFF_COLOR=0,0,0 0   
LAG=0
FALLBACK_BRAKES_COLOR = 30,3,0,9
FALLBACK_HEADLIGHTS_COLOR= 30,3,0,0.1
REPEAT_FREQENCY_HZ=1.2
SIMULATE_HEATING=0 
LOCATION=REAR
RANGE_START_INDEX=1
RANGE_END_INDEX=3
RANGE_PREFIX=taillight_l.
RANGE_DELAY=0.04
SMOOTH_IN=1
SMOOTH_OUT=0

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=taillight_r.1
COLOR=10,9,0, 40
OFF_COLOR=0,0,0 0   
LAG=0
FALLBACK_BRAKES_COLOR = 30,3,0,9
FALLBACK_HEADLIGHTS_COLOR= 30,3,0,0.1
REPEAT_FREQENCY_HZ=1.2
SIMULATE_HEATING=0 
LOCATION=REAR
RANGE_START_INDEX=1
RANGE_END_INDEX=3
RANGE_PREFIX=taillight_r.
RANGE_DELAY=0.04
SMOOTH_IN=1
SMOOTH_OUT=0

[EMISSIVE_BRAKE_0]
NAME=brakelight_m
COLOR=50,0,0,70
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 25,0,0, 8
INPUT = BRAKE
INPUT_THRESHOLD = 0.6
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 5.5 ; sets frequency for blinking

[EMISSIVE_REVERSE_0] 
NAME=reversinglight_r, reversinglight_l
COLOR=100,100,100,4
LAG=0
SIMULATE_HEATING=3

[SHAKING_EXHAUST_1]
MESHES = misc_c_SUB1
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.3, 0.6, 1.1

[SHAKING_EXHAUST_0]
MESHES = engineblock_SUB1.001,engineblock_SUB0
POINT_0 = 1, 1, 1
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.1, 0.3, 1.1

[SHADER_REPLACEMENT_...] ; Chrome
MATERIALS = x3_93_w_01WHEEL
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, .1
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, .3
PROP_... = fresnelEXP, .5
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100000
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[EMISSIVE_TRACTIONCONTROL_0]
NAME=notraction, sportmode
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_LIGHT_...]
NAME = speedometer.002, speedometer.001
COLOR = 1,1,1,0.5
LAG = 0.5
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME = speed_needle, rpm_needle
COLOR = 1,0,0,2
LAG = 0.5
LOCATION = FRONT

[EMISSIVE_LIGHT_...]
NAME = steeringwheel_SUB3, door_dside_f_SUB6, interior_SUB2, interior_SUB4, door_pside_f_SUB5, interior_SUB0
COLOR = 1,1,1,3
LAG = 0.1
LOCATION = FRONT

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = speedometer.001
Resolution = 1285, 745
Size = 1280, 740
Scale = 1
RearCameraPosition = 0, 0.746, -2.54
aftermarketComponent=1

[EMISSIVE_LIGHT_...]
NAME=
COLOR=25,25,50,2
OFF_COLOR=25,13,10,0.4
FALLBACK_HEADLIGHTS_COLOR =25,13,10,5
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1.057143, 1.057143, 1.44, 30
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=0.693
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION= 0.0, -0.0309, 2.04
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

[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT=0.8, 0.5, 1.0, 1.0
1INTENSITY_MULT=2
1SIZE_MULT=2.45
TEMPERATURE_MULT=2.0

[EXHAUST_FLAMES]
ANTILAG=0  
ANTILAG_DELAY=0.0
ANTILAG_INTENSITY= 0.05
ANTILAG_INTERVAL_MAX=0.3
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.01
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.05 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=.1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8700 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=6000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=50
FLAT_SHIFT=0
FLAT_SHIFT_COOLDOWN=0.03 
FLAT_SHIFT_DURATION=0.002 
FLAT_SHIFT_GAS_THRESHOLD=40 
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=1.0
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=0.0 
LIMITER_DELAY=0.0 
LIMITER_INTENSITY=0.1
LIMITER_RPM_THRESHOLD=8000

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Plane.001
OFFSET=0.05, 0.03, -0.02
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPOT=200
SPOT_SHARPNESS=0.3
COLOR=10,12,10,1.4
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP

[LIGHT_EXTRA_0_REARLIGHTS] ; taillight sprite to road
BOUND_TO= taillight_l.2
BOUND_EMISSIVE_MAX=20
BOUND_EXP= 0.5
POSITION=0.0, 0.145, -2.19
MIRROR=0.613
DIRECTION=0, 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, 10

[SHADER_REPLACEMENT_...]
MESHES = extralight_1.003
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_lens
PROP_0_... = ksAlphaRef, 1

[Material_Glass]
Materials = bulbs_lens
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_Plastic_v2]
Materials=headlights_metal_1
Brightness=0.1
OcclusionMap = 0.2
Smoothness = 0.5
Reflectance = 0.43
DetailScale=500
ApplyTilingFix=1
DetailNormalIntensity=1

[Material_Plastic_v2]
Materials=headlights_metal_2
Brightness=0.1
OcclusionMap = 0.1
Smoothness = 0.5
Reflectance = 0.43
DetailScale=500
ApplyTilingFix=1
DetailNormalIntensity=1

[EXTRA_FX_EMISSIVE_...]
MESHES = LED_01, LED_02 ; list of meshes
RANGE = .08           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.5           ; 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 onlys

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 = 12             ; 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 = 1200      ; 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

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=20,22,25,15
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.801, 0.684, 1.96
DIRECTION=0.2, 0, -1
RANGE=0.055
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=0.6
SPOT=200

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=20,22,25,15
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.694, 0.67, 2.04
DIRECTION=0.2, 0, -1
RANGE=0.055
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=0.6
SPOT=200

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=20,22,25,15
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.616, 0.669, 2.13
DIRECTION=0.2, 0, -1
RANGE=0.055
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=0.6
SPOT=200

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=20,22,25,15
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=-0.801, 0.684, 1.96
DIRECTION=0.2, 0, -1
RANGE=0.055
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=0.6
SPOT=200

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=20,22,25,15
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=-0.694, 0.67, 2.04
DIRECTION=0.2, 0, -1
RANGE=0.055
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=0.6
SPOT=200

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=20,22,25,15
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=-0.616, 0.669, 2.13
DIRECTION=0.2, 0, -1
RANGE=0.055
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=0.6
SPOT=200