[ANIMATION_...]
INPUT = EXTRA_A            ; bind to reverse gear
FILE = hoodanim.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)


[EMISSIVE_TURNSIGNAL_LEFT_0]  
NAME=headlightl_a_SUB4
COLOR=519,480,270,1
LAG=0.4
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=0
PITLINE=1
CAST_LIGHT=1
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]  
NAME=taillightl_a_SUB2
COLOR=519,480,270,1
LAG=0.4
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=0
PITLINE=1
CAST_LIGHT=1
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_0]  
NAME=headlightr_a_SUB4
COLOR=519,480,270,1
LAG=0.4
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=0
PITLINE=1
CAST_LIGHT=1
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]  
NAME=taillightr_a_SUB2
COLOR=519,480,270,1
LAG=0.4
REPEAT_FREQENCY_HZ=2
SIMULATE_HEATING=0
PITLINE=1
CAST_LIGHT=1
LOCATION=REAR

[EMISSIVE_REVERSE_0]
NAME=taillightr_a_SUB3, taillightl_a_SUB3
COLOR=100,100,110,1
LAG=0.3
SIMULATE_HEATING=3
CAST_LIGHT=1

[EMISSIVE_BRAKE_0]
NAME=taillightchmsl_a_SUB0
COLOR=190,8,3
OFF_COLOR=0.0,0.0,0.0
LAG=0.3
SIMULATE_HEATING=3
CAST_LIGHT=1
LOCATION=REAR

[EMISSIVE_BRAKE_1]
NAME=glassrtl_a_SUB0, glassltl_a_SUB0
COLOR=340,2,0
OFF_COLOR=30,0.2,0
LAG=0.3
SIMULATE_HEATING=3
CAST_LIGHT=1
LOCATION=REAR

[Material_PhotoelasticGlass]
Meshes = glassrf_a_002, glassrr_a_SUB1_002, glassf_a_SUB0_002, hoodanim3, glasslf_a_002, glasslr_a_SUB1_002, glassr_a_SUB0_002
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02