[DATA] 
DISABLE_LIGHTSINI=1
[INCLUDE: common/materials_interior.ini]
; Self-lighting:
[INCLUDE: common/selflighting.ini]
INCLUDE=common/no_popup_lights.ini, common/dev_material_carpaint.ini, common/dev_material_interior.ini
[INCLUDE: common/materials_glass.ini]
DisableDev = 1

[INCLUDE: android_auto/config.ini]

[Display_AndroidAuto]          ; top left		  top right   		      bottom right		   bottom left	     
@ = Display_ExtraShape, P1 = "0.195, 0.633, 0.716", P2 = "-0.0626, 0.627, 0.698", P3 = "-0.0957, 0.497, 0.743", P4 = "0.198, 0.497, 0.748"
RearCameraPosition = 0, 0.883, -2.4
aftermarketComponent=1

---------------------- MOVE OBJECT ---------------------


[WOBBLY_BIT_1]
NAME = aroma005
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.0
DAMPENING_LAG = 1
G_GAIN = 1
GRAVITY_GAIN = 0.1
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[WOBBLY_BIT_2]
NAME = aroma008
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.0
DAMPENING_LAG = 1
G_GAIN = 1
GRAVITY_GAIN = 0.1
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[WOBBLY_BIT_3]
NAME = aroma010
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.0
DAMPENING_LAG = 1
G_GAIN = 1
GRAVITY_GAIN = 0.1
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1








[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

--------------  OTHER  ---------------

[BRAKEDISC_FX]
ACTIVE = 1

[BRAKEDISC_FX_FRONT]
DISC_INTERNAL_RADIUS=0.075

[BRAKEDISC_FX_REAR]
DISC_INTERNAL_RADIUS=0.075

[SHADOWED_WHEELS]
ANGLE=5
OFFSET=0
OPACITY=0.8
WIDTH=0.15

[SHADOWED_TYRES]
ANGLE=6
OFFSET=0
OPACITY=0.8
WIDTH=0.05
EXTRA_AMBIENT_BRIGHTNESS=0.0

[TYRES_FX]
DIRT_WIDTH_K=1.35

[REFLECTIONS_FX]
MASK_CUBEMAP_TWEAK = 0.7
MASK_CUBEMAP_SKIP = windscreen, inrof



--------------  LIGHTS  ---------------

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=1, 0.95, 0.8, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.3, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.538526
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.538526
OFF_MULT=0
OFF_POSITION=0, 0.568216, 1.74877
OFF_RANGE_MULT=0.3
POPUP_ENABLED=1
POSITION=0, 0.468216, 2.25
RANGE=210
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[LIGHTING]
FULLY_SHADOWED_INTERIOR = 0 ; no roof
EMISSIVE_MULT=10


--------------  EMISSIVE HEADLIGHTS  ---------------

[EMISSIVE_LIGHT_0]
NAME= che_impalass_64_lod0_headlightR_head_light___66_vertices_127_faces, che_impalass_64_lod0_headlightL_head_light___66_vertices_127_faces
COLOR=14, 12, 10 , 60
LAG=0.35
LOCATION=FRONT
ACT_AS_HEADLIGHTS=1
SIMULATE_HEATING=3
CAST_LIGHT=1

[EMISSIVE_REVERSE_0]
NAME=che_impalass_64_lod0_trunk_tail_light_lod0___200_vertices_328_faces
COLOR=15,15,13, 40
LAG=0.5
SIMULATE_HEATING=3
LOCATION=REAR

[EMISSIVE_HIGHBEAM_...]
NAME = che_impalass_64_lod0_headlightL_textured_reflector___66_vertices_127_faces, che_impalass_64_lod0_headlightR_textured_reflector___66_vertices_127_faces
COLOR = 14, 12, 10 , 100
CHANNEL = 0
LAG = 0.5
LOCATION = FRONT

--------------  EMISSIVE TURN LIGHTS  ---------------

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=che_impalass_64_lod0_bumperFrace_reflector___118_vertices_226_faces001
COLOR=60,20,5,10
LAG=0.5
SIMULATE_HEATING=5
LOCATION=FRONT
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=che_impalass_64_lod0_bumperFrace_reflector___118_vertices_226_faces
COLOR=60,20,5,10
LAG=0.5
SIMULATE_HEATING=5
LOCATION=FRONT
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=che_impalass_64_lod0_taillightL_tail_light_lod0___50_vertices_82_faces
COLOR=50,3,0,8
LAG=0.72
SIMULATE_HEATING=3
LOCATION=REAR
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=che_impalass_64_lod0_taillightR_tail_light_lod0___50_vertices_82_faces
COLOR=50,3,0,8
LAG=0.72
SIMULATE_HEATING=3
LOCATION=REAR
CAST_LIGHT=0

--------------  INTERIOR EMISSIVE  ---------------

[EMISSIVE_LIGHT_2]
NAME= che_impalass_64_cockpit_interior_gauge_emissive___385_vertices_363_faces, che_impalass_64_cockpit_interior_badge___222_vertices_135_faces, che_impalass_64_cockpit_interior_reflector___26_vertices_14_faces
COLOR=5, 5, 5, 1
LAG=0
LOCATION=NONE
CHANNEL=0
SELF_LIGHTNING=1

[EMISSIVE_EXTRA_E_0]
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME= TextPlus002
COLOR=5, 0.1, 5, 10
LAG=0
LOCATION=NONE
CHANNEL=0

[EMISSIVE_LIGHT_3]
NAME=che_impalass_64_lod0_trunk_tail_light_lod0___200_vertices_328_faces002, che_impalass_64_lod0_trunk_tail_light_lod0___200_vertices_328_faces001
COLOR=15,1,0,8
FALLBACK_HEADLIGHTS_COLOR=15,1,0,16
FALLBACK_BRAKES_COLOR=50,3,0,16
FALLBACK_BRAKES_COLOR_HIGHER=1
LAG=0.7
SIMULATE_HEATING=3
LOCATION=REAR
CAST_LIGHT=1

--------------  GLASS  ---------------

[INCLUDE: common/materials_glass.ini]

[Material_Glass]
Materials =  
FilmIOR = 2
ThicknessMult = 1
MaskPass = 1.5            ; mask pass opacity
MaskPassColor = 0, 0, 0   ; mask pass color adjustment
ColorfulShadowing = 1     ; colorful shadowing opacity
BrightnessAdjustment = 0.8

[Material_Glass]
Materials = roof, INT_DASHBOARD_GLASS, _cpitwindow
FilmIOR = 2


[Material_Glass]
Materials = 
FilmIOR = 2

--------------  EXHAUST  ---------------

[PARTICLES_FX_EXHAUST_0]
POSITION = -0.8392687,0.02829988,-2.029727

[PARTICLES_FX_EXHAUST_1]
POSITION = 0.8392687,0.02829988,-2.029727

[PARTICLES_FX_EXHAUST_0]
DIRECTION = -0.6930993,-0.2549154,-0.6742637
; SPAWN_OFFSET = 0.0
SPREAD = 0
; COLOR = 0.1, 0.1, 0.1, 0
GROW = 1
LIFE = 1, 1
SPEED = 0.8, 1.8
INTENSITY = 0.4, 0.1
TEMPERATURE_THRESHOLD = 0
SPEED_THRESHOLD = 20, 40

[PARTICLES_FX_EXHAUST_1]
DIRECTION = 0.6930993,-0.2549154,-0.6742637
; SPAWN_OFFSET = 0.0
SPREAD = 0
; COLOR = 0.1, 0.1, 0.1, 0
GROW = 1
LIFE = 1, 1
SPEED = 0.8, 1.8
INTENSITY = 0.4, 0.1
TEMPERATURE_THRESHOLD = 0
SPEED_THRESHOLD = 20, 40

[EXHAUST_FLAMES]
ANTILAG=0
ANTILAG_DELAY=0.2
ANTILAG_INTENSITY=1
ANTILAG_INTERVAL_MAX=0.1
ANTILAG_INTERVAL_MIN=0.05
ANTILAG_TURBO_THRESHOLD=0.1
DAMAGE=1
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1
DISCHARGE_CHARGE_TIME=2
DISCHARGE_DELAY=1
DISCHARGE_DURATION=1
DISCHARGE_INTENSITY=0.01
DISCHARGE_PROBABILITY=0.1
DISCHARGE_RPM_THRESHOLD_MAX=5000
DISCHARGE_RPM_THRESHOLD_MIN=4000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=0
FLAT_SHIFT_COOLDOWN=0.23
FLAT_SHIFT_DURATION=0.05
FLAT_SHIFT_GAS_THRESHOLD=0.3
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=1
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=0
LIMITER_DELAY=0.3
LIMITER_INTENSITY=1
LIMITER_RPM_THRESHOLD=0





--------------  LICENSE PLATE  ---------------

[LIGHT_LICENSEPLATE]
ACTIVE = 1
MESHES = plate_d
OFFSET = 0, 0.0, -0.04
RANGE = 0.5
LAYOUT = TWO_ON_TOP

--------------  ANIMATIONS  ---------------

[ANIMATION_0]
INPUT = TURNSIGNAL_LEFT             ; bind to reverse gear
FILE = turn_signals_hand_left.ksanim   ; file name of new animation in “animations” folder
TIME = 0.1                ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_1]
INPUT = TURNSIGNAL_RIGHT             ; bind to reverse gear
FILE = turn_signals_hand_right.ksanim   ; file name of new animation in “animations” folder
TIME = 0.1                ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_2]
INPUT = HAZARD            ; bind to reverse gear
FILE = hazard_button.ksanim   ; file name of new animation in “animations” folder
TIME = 0.3                 ; animation time
INPUT_AS_PROGRESS = 0      ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_3]
INPUT = HANDBRAKE             ; bind to reverse gear
FILE = handbrake.ksanim    ; file name of new animation in “animations” folder
TIME = 0.2                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[ANIMATION_4]
INPUT = STALLED             ; bind to reverse gear
FILE = key.ksanim    ; file name of new animation in “animations” folder
TIME = 0.5                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0
INPUT_THRESHOLD_INVERSE=0

[ANIMATION_5]
INPUT = HORN             ; bind to reverse gear
FILE = horn.ksanim    ; file name of new animation in “animations” folder
TIME = 0.1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0
INPUT_THRESHOLD_INVERSE=0

[ANIMATION_6]
INPUT = GAS             ; bind to reverse gear
FILE = gas_pedal.ksanim    ; file name of new animation in “animations” folder
TIME = 0.1                 ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0
INPUT_THRESHOLD_INVERSE=0

[ANIMATION_7]
INPUT = BRAKE             ; bind to reverse gear
FILE = brake_pedal.ksanim    ; file name of new animation in “animations” folder
TIME = 0.1                 ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0
INPUT_THRESHOLD_INVERSE=0

[ANIMATION_8]
INPUT = CLUTCH             ; bind to reverse gear
FILE = clutch_pedal.ksanim    ; file name of new animation in “animations” folder
TIME = 0.1                 ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0
INPUT_THRESHOLD_INVERSE=1

[ANIMATION_9]
INPUT = EXTRA_E           ; bind to reverse gear
FILE = trunk.ksanim   ; file name of new animation in “animations” folder
TIME = 2                ; animation time
INPUT_AS_PROGRESS = 0      ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0



[ANIMATION_11]
INPUT = WIPERS_MODE           ; bind to reverse gear
FILE = wipers_hand.ksanim   ; file name of new animation in “animations” folder
TIME = 0.15                  ; animation time
INPUT_AS_PROGRESS = 0      ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0
INPUT_LUT=(|0=0|1=0.25|2=0.5|3=0.75|4=1)

[ANIMATION_12]
INPUT = EXTRA_F           ; bind to reverse gear
FILE = hood.ksanim   ; file name of new animation in “animations” folder
TIME = 2                ; animation time
INPUT_AS_PROGRESS = 0      ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0

[Material_WindscreenBanner]
Materials = inrof
BlurBackground = 0.0        ; increase to make banner blur things behind it for rougher transparency look
Brightness = 1.0           ; use to adjust brightness
CastShadowsThreshold = 1 ; cast shadows for areas with alpha above this value
MaskPass = 1.0            ; mask pass opacity
MaskPassColor = 1, 1, 1   ; mask pass color adjustment
ColorfulShadowing = 1     ; colorful shadowing opacity

[SHADER_REPLACEMENT_...]
MESHES= che_impalass_64_lod0_body_chrome___21109_vertices_32651_faces, che_impalass_64_cockpit_interior_chrome___9699_vertices_11566_faces, che_impalass_64_lod0_body_body___17025_vertices_31980_faces_SUB0, INT_LEATHER, enginebay_a__slod_SUB6, che_impalass_64_lod0_body_body___17025_vertices_31980_faces_SUB1, che_impalass_64_lod0_body_rubber_trim___1100_vertices_1359_faces
CULL_MODE=DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = 
DOUBLE_FACE_SHADOW_BIASED = 2



[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = _64impbody, _cpitbody, p, bp, enginebay, hoodliner, tpaint, wc, innerfen
CarPaintVersionAware = 2
DisableDev = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.06
FlakesK = 1.0
BrightnessAdjustment = 1.0
ColoredSpecular = 1.2
ClearCoatThickness = 0.56
ClearCoatTint = 0, 0, 0
ClearCoatIOR = 1.5
SpecularMult = 1.2
AmbientSpecular = 1.0       
AmbientSpecularEXP = 11

[EXTRA_FX]
SKIP_GBUFFER = 

[INCLUDE: common/materials_interior.ini]

[Material_Plastic_v2]
Materials=eb, eb2
Reflectance = 0.24
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Aluminium_v2]
Materials=   em, rad
Smoothness = 0.0
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 00
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.05

[Material_Aluminium_v2]
Materials= head
Smoothness = 0.0
Metalness = 0.4
Reflectance = 1.0
BrightnessAdjustment = 0.1
DetailTexture = 0.1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 8, 0.68, 0, 1
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.1
ApplyTilingFix = 1

[Material_Leather]
Materials =  
BrightnessAdjustment = 0.4
OcclusionMap = 0.6
Smoothness = 0.2
Reflectance = 0.1
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=plastic dashboard diffuse.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=plastic dashboard nm.dds

[Material_Carpet_v2]
Materials= 
BrightnessAdjustment = 0.4
OcclusionMap = 0.65
Reflectance = 0.04
DetailScale=20
ApplyTilingFix = 1

[Material_Fur]
Materials=  dash, _CARPET_cpitmottled
FurLayers = 6         ; how many layers fur has (or, how many times mesh is rendered), higher values are more expensive, so be careful
FurScale = 4          ; fur “depth”
FurFacingScale = 0.5  ; optional reduction of fur “depth” for surfaces facing camera, not accurate, of course, but might help to make it look better
FurGravityFactor = 1  ; how much fur is pushed down
FurUseTextures = 0   ; set to 0 to rely only on noise texture and to not use alphas from txMaps and txNormalDetail
FurFidelityScale = 3  ; scale of noise texture (set to 0 to disable noise texture)
FurOcclusion = 0.5    ; how bright should be lower areas 
FurRimExponent = 3    ; exponent for rim lighting, increase to reduce it on areas facing viewer
FurAmbient = 1        ; brightness of rim lighting (both vertex AO and red channel of txMaps are taken into account)
FurDiffuse = 1        ; brightness of sun and extra lights for some sort of backlit
ApplyTilingFix = 1


[Material_Fur]
Materials= doorcards
FurLayers = 6         ; how many layers fur has (or, how many times mesh is rendered), higher values are more expensive, so be careful
FurScale = 4          ; fur “depth”
FurFacingScale = 0.5  ; optional reduction of fur “depth” for surfaces facing camera, not accurate, of course, but might help to make it look better
FurGravityFactor = 1  ; how much fur is pushed down
FurUseTextures = 0   ; set to 0 to rely only on noise texture and to not use alphas from txMaps and txNormalDetail
FurFidelityScale = 4  ; scale of noise texture (set to 0 to disable noise texture)
FurOcclusion = 0.5     ; how bright should be lower areas 
FurRimExponent = 3    ; exponent for rim lighting, increase to reduce it on areas facing viewer
FurAmbient = 1        ; brightness of rim lighting (both vertex AO and red channel of txMaps are taken into account)
FurDiffuse = 1        ; brightness of sun and extra lights for some sort of backlit
ThresholdExponent = 0.8   ; alters whole fur effect
ThresholdMultipler = 0.8

[Material_Fur]
Materials=  seats, tcarpet
FurLayers = 6         ; how many layers fur has (or, how many times mesh is rendered), higher values are more expensive, so be careful
FurScale = 4          ; fur “depth”
FurFacingScale = 0.5  ; optional reduction of fur “depth” for surfaces facing camera, not accurate, of course, but might help to make it look better
FurGravityFactor = 1  ; how much fur is pushed down
FurUseTextures = 0   ; set to 0 to rely only on noise texture and to not use alphas from txMaps and txNormalDetail
FurFidelityScale = 2  ; scale of noise texture (set to 0 to disable noise texture)
FurOcclusion = 0.5    ; how bright should be lower areas 
FurRimExponent = 3    ; exponent for rim lighting, increase to reduce it on areas facing viewer
FurAmbient = 1        ; brightness of rim lighting (both vertex AO and red channel of txMaps are taken into account)
FurDiffuse = 1        ; brightness of sun and extra lights for some sort of backlit
ApplyTilingFix = 1
ThresholdExponent = 0.8   ; alters whole fur effect
ThresholdMultipler = 0.8

[Material_Fur]
Materials=  rearseat
FurLayers = 6         ; how many layers fur has (or, how many times mesh is rendered), higher values are more expensive, so be careful
FurScale = 2          ; fur “depth”
FurFacingScale = 0.5  ; optional reduction of fur “depth” for surfaces facing camera, not accurate, of course, but might help to make it look better
FurGravityFactor = 1  ; how much fur is pushed down
FurUseTextures = 0   ; set to 0 to rely only on noise texture and to not use alphas from txMaps and txNormalDetail
FurFidelityScale = 4  ; scale of noise texture (set to 0 to disable noise texture)
FurOcclusion = 0.5    ; how bright should be lower areas 
FurRimExponent = 3    ; exponent for rim lighting, increase to reduce it on areas facing viewer
FurAmbient = 1        ; brightness of rim lighting (both vertex AO and red channel of txMaps are taken into account)
FurDiffuse = 1        ; brightness of sun and extra lights for some sort of backlit
ApplyTilingFix = 1
ThresholdExponent = 0.8   ; alters whole fur effect
ThresholdMultipler = 0.8



[Material_Metal_v2]
Materials = rim_outer, _64impchrome, stw_arms, ec, hoodc, lc, 
Smoothness = 0.95
Metalness = 0.75
Reflectance = 0
BrightnessAdjustment = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 1
DetailScale = 0
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 10
LocalReflectionsSharpness = 1
CubemapReflectionBlur = 1


[Material_Metal_v2]
Materials = c1, c2,  rim_pipes, grille, stw_main, sp, g2, g3, wct, vtg, _cpitchrome
Smoothness = 0.95
Metalness = 0.75
Reflectance = 0
BrightnessAdjustment = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 1
DetailScale = 0
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 10
LocalReflectionsSharpness = 1
CubemapReflectionBlur = 1


[Material_Fabric_v2]
Materials= 
BrightnessAdjustment = 0.4
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 10
UseClothShading = 1
Reflectance = 0.3
ClothSheenColor = 1, 1, 1
ApplyTilingFix = 1

[Material_InteriorPBRDetail]
Materials= _cpitmetal
Metalness = 0.92
Reflectance = 0.92
BrightnessAdjustment = 0.38
DetailNormalTexture = common/pbr_metal.dds
DsetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 0
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 3
Smoothness = 0.55

[LIGHT_BRAKES]
COLOR=3, 0, 0, 3
OFF_COLOR=2, 0, 0, 1
POSITION=0.0116, 0.394, -2.76
DIRECTION=0, -0.5, -1
MIRROR=0.5
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=5.0
RANGE_GRADIENT_OFFSET=0.5
FADE_FROM=150.0
FADE_TO=180.0
SPOT=150
SPOT_SHARPNESS=0.2
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.2         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role


[SelfLight_Headlights]
MIRROR = 0
DIRECTION = 0, 0, -1
POSITION = 0.0222, 1.27, -1.64
DIFFUSE_CONCENTRATION = 0.75
BOUND_TO = TextPlus002
SPOT_SHARPNESS = 0.5
SPOT = 240
COLOR = 80
SPECULAR_MULT = 1
RANGE = 1.0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0




[REFRACTING_HEADLIGHT_0]
SURFACE = hlr,hll
INSIDE = che_impalass_64_lod0_headlightR_head_light___66_vertices_127_faces, che_impalass_64_lod0_headlightL_head_light___66_vertices_127_faces
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.010000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.800000
BULB_REFLECTION_K = -0.010000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000004,-0.000460,-1.000085
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 3.200000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.720000
GLASS_COLOR = 0.745448,0.745415,0.745373
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.480000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000100,0.000000,0.000000
MIRROR_POS = -0.007782,0.622510,2.035260
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 1.000000
ORIGIN = 0.790237,0.461708,2.509865
RADIUS = 0.100100
REFLECTIVENESS_DIFFUSE_MULT = 36.700001
REFLECTIVENESS_MULT = 5.800000
REFLECTIVE_GAMMA = 0.900000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0





[REFRACTING_HEADLIGHT_1]
SURFACE = hbr, hbl
INSIDE = che_impalass_64_lod0_headlightR_textured_reflector___66_vertices_127_faces, che_impalass_64_lod0_headlightL_textured_reflector___66_vertices_127_faces
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.010000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.800000
BULB_REFLECTION_K = -0.010000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000004,-0.000460,-1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 3.200000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.720000
GLASS_COLOR = 0.745448,0.745415,0.745373
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.480000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000100,0.000000,0.000000
MIRROR_POS = -0.007782,0.622510,2.035260
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 1.000000
ORIGIN = 0.595661,0.461845,2.509430
RADIUS = 0.100100
REFLECTIVENESS_DIFFUSE_MULT = 36.700001
REFLECTIVENESS_MULT = 5.800000
REFLECTIVE_GAMMA = 0.900000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0




[REFRACTING_HEADLIGHT_2]
SURFACE = che_impalass_64_lod0_bumperFa_detail_glass_amber___132_vertices_233_faces
INSIDE = che_impalass_64_lod0_bumperFrace_reflector___118_vertices_226_faces, che_impalass_64_lod0_bumperFa_reflector___442_vertices_844_faces
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 0.000000
DIRECTION = -0.000000,-0.000001,-1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.330536,0.000000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -0.935000,0.001369,0.013417
MIRROR_POS = -0.084091,0.205544,2.359207
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.692314,0.203400,2.432499
RADIUS = 0.084000
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1



[REFRACTING_HEADLIGHT_3]
SURFACE = che_impalass_64_lod0_bumperFa_detail_glass_amber___132_vertices_233_faces001
INSIDE = che_impalass_64_lod0_bumperFrace_reflector___118_vertices_226_faces001, che_impalass_64_lod0_bumperFa_reflector___442_vertices_844_faces001
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 0.000000
DIRECTION = 0.000000,-0.000000,-1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.334923,0.000000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000007,-0.000000,-0.000000
MIRROR_POS = 0.232327,0.202820,2.380352
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = 0.692535,0.202927,2.407906
RADIUS = 0.082600
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1


[REFRACTING_HEADLIGHT_4]
SURFACE = che_impalass_64_lod0_glassLTL_detail_glass_red___33_vertices_55_faces, che_impalass_64_lod0_trunk_detail_glass_red___132_vertices_220_faces001, che_impalass_64_lod0_trunk_reflector___268_vertices_424_faces003, che_impalass_64_lod0_taillightL_reflector___67_vertices_106_faces
INSIDE = che_impalass_64_lod0_taillightL_tail_light_lod0___50_vertices_82_faces, che_impalass_64_lod0_trunk_tail_light_lod0___200_vertices_328_faces001, che_impalass_64_lod0_trunk_reflector___268_vertices_424_faces002, che_impalass_64_lod0_taillightL_reflector___67_vertices_106_faces001
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.607920,0.418215,-2.760024
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = 0.775790,0.417236,-2.777821
RADIUS = 0.065642
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1

[REFRACTING_HEADLIGHT_5]
SURFACE = che_impalass_64_lod0_glassRTL_detail_glass_red___33_vertices_55_faces, che_impalass_64_lod0_taillightR_reflector___67_vertices_106_faces, che_impalass_64_lod0_trunk_detail_glass_red___132_vertices_220_faces002, che_impalass_64_lod0_trunk_reflector___268_vertices_424_faces004
INSIDE = che_impalass_64_lod0_taillightR_tail_light_lod0___50_vertices_82_faces, che_impalass_64_lod0_taillightR_reflector___67_vertices_106_faces001, che_impalass_64_lod0_trunk_tail_light_lod0___200_vertices_328_faces002, che_impalass_64_lod0_trunk_reflector___268_vertices_424_faces005
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = -0.608042,0.418215,-2.760024
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.440168,0.419209,-2.797857
RADIUS = 0.065627
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1

[REFRACTING_HEADLIGHT_6]
SURFACE = che_impalass_64_lod0_trunk_detail_glass_red___132_vertices_220_faces, che_impalass_64_lod0_trunk_reflector___268_vertices_424_faces
INSIDE = che_impalass_64_lod0_trunk_tail_light_lod0___200_vertices_328_faces, che_impalass_64_lod0_trunk_reflector___268_vertices_424_faces001
SYNC_EMISSIVE_AUTO = 1
RESOLUTION_MULT = 4
ABSORPTION = 0.020000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.050000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = -0.000061,0.419051,-2.764678
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = 0.609723,0.419051,-2.790173
RADIUS = 0.065625
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1

