[INCLUDE]
INCLUDE=common


[BASIC]
BOUNDING_SPHERE_RADIUS=3
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
EXTERIOR_RANGE_FROM=1
EXTERIOR_RANGE_TO=1.1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
IS_LOW_BEAM_AVAILABLE=1

[DATA] 
DISABLE_LIGHTSINI=0

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=RIGHT

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial= s13_body_paint

[Material_CarPaint_Metallic]
ClearCoatThickness=0.27
SpecularColor=1
SpecularMult=0.3
FresnelMax=0.8
FresnelC=0.1
FlakesK=10




[LIGHT_BRAKES]
COLOR=3, 0, 0, 1
OFF_COLOR=2, 0, 0, 1
POSITION=0, 0.4, -2.5 
DIRECTION=0, -0.5, -1
MIRROR=0.5
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
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







[EMISSIVE_LIGHT_0]
NAME =headlightl_a_SUB6         ; name (one or more) of a mesh to glow
COLOR =80,80,80,7            ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.5                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_1]
NAME=Cluster_Counter
INTENSITY=100
COLOR=0,45,85
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.6      ; adds heating effect, going through orange tint while turning on and off

[EMISSIVE_LIGHT_2]
NAME=Int_Light
INTENSITY=50
COLOR=1,1,1
LAG=0.3

[EMISSIVE_LIGHT_3]
NAME=Int_Light2
INTENSITY=100
COLOR=1,1,1
LAG=0.3

[EMISSIVE_LIGHT_4]
NAME=ARROW_SPEED
INTENSITY=100
COLOR=3,3,3
LAG=0.3

[EMISSIVE_LIGHT_5]
NAME=ARROW_RPM
INTENSITY=100
COLOR=3,3,3
FALLBACK_HEADLIGHTS_COLOR=200,4,0
LAG=0.7
SIMULATE_HEATING=1

[EMISSIVE_LIGHT_6]
NAME=ARROW_FUEL
INTENSITY=100
COLOR=3,3,3
LAG=0.3

[EMISSIVE_LIGHT_7]
NAME=ARROW_WATER_TEMP
INTENSITY=100
COLOR=3,3,3
LAG=0.3

[EMISSIVE_LIGHT_8]
NAME=Int_TurboLight
INTENSITY=50
COLOR=0,22,42
LAG=0.3

[EMISSIVE_LIGHT_9]
NAME=ARROW_TURBO
INTENSITY=100
COLOR=3,3,3
LAG=0.3

[EMISSIVE_LIGHT_10]
NAME=MotecScreen01
INTENSITY=30
COLOR=0,2,10
OFF_COLOR=0,0.0,0.0
LAG=0.3

[EMISSIVE_LIGHT_11]
NAME=Object24
INTENSITY=100
COLOR=3,3,3
LAG=0.3

[EMISSIVE_LIGHT_12]
NAME=Object23
INTENSITY=50
COLOR=0,22,42
LAG=0.3





[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.5
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_FAGE=0.5


[EMISSIVE_EXTRA_A_0]
NAME=Torus001
COLOR=0,0,0
OFF_COLOR=100,0,90,1.5
LAG=0.3



[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=nis_silv160, nis_silv168
COLOR=80,80,120,2
LAG=0
SIMULATE_HEATING=0.0
BLINKING_PATTERN=(|0=0|0.5=0|0.542=0|0.583=1|0.625=0|0.667=0|0.708=0|0.75=1|0.792=0|0.833=0|0.875=0|0.917=0|0.958=0|1=0|)
BLINKING_DURATION=0.65
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=RearBlinkersLeft
COLOR=80,80,120,2
LAG=0
SIMULATE_HEATING=0.0
BLINKING_PATTERN=(|0=0|0.042=0|0.083=1|0.125=0|0.167=0|0.208=0|0.25=1|0.292=0|0.333=0|0.375=0|0.417=1|0.458=0|0.5=0|1=0|)
BLINKING_DURATION=0.65
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME= FrontBlinkersRight
COLOR=80,80,120,2
LAG=0
SIMULATE_HEATING=0.0
BLINKING_PATTERN=(|0=0|0.5=0|0.542=0|0.583=1|0.625=0|0.667=0|0.708=0|0.75=1|0.792=0|0.833=0|0.875=0|0.917=0|0.958=0|1=0|)
BLINKING_DURATION=0.65
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=nis_sil142
COLOR=80,80,120,2
LAG=0
SIMULATE_HEATING=0.0
BLINKING_PATTERN=(|0=0|0.042=0|0.083=1|0.125=0|0.167=0|0.208=0|0.25=1|0.292=0|0.333=0|0.375=0|0.417=1|0.458=0|0.5=0|1=0|)
BLINKING_DURATION=0.65
LOCATION=FRONT










[EMISSIVE_HIGHBEAM_0] 
NAME=headlightl_a_SUB8, headlightl_a_SUB10
COLOR=15,15,15,45
FALLBACK_LOWBEAM_COLOR=0,0,0
LAG=0.7
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[INSTRUMENTS]
SPEED_LIMIT=200

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,2






[EMISSIVE_BRAKE_0]
BIND_TO_HEADLIGHTS=1
NAME=Tailbrake_ON
COLOR=400,4,0, 2
OFF_COLOR=0,0,0,1
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_BRAKE_1]
BIND_TO_HEADLIGHTS=1
NAME=Taillights_ON
COLOR=50,4,0, 4
OFF_COLOR=10,0,0, 3
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_BRAKE_2]
BIND_TO_HEADLIGHTS=1
NAME=Taillights_Reflector
COLOR=3,0,0,2
OFF_COLOR=1.2,0,0,1.5
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR




[EMISSIVE_REVERSE_0]
NAME=nis_sil147
COLOR = 25, 30, 20, 0.75         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[EMISSIVE_REVERSE_1]
NAME=Light_Taillight_Reverse_2
COLOR = 25, 30, 20, 0.75          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights




[TYRES_FX]
DIRT_WIDTH_K=1.2

[LIGHT_BRAKEDISCS]
COLOR=0



[DEFORMING_HOOD]
NAME = Hood_002     ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.14    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.12       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.3       ; how far would it offset at the far end
BULGING_EXTRA = 0.0       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.2   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[EMISSIVE_EXTRA_B_0] 
BIND_TO_EXTRA_B=1
BIND_TO_HEADLIGHTS=0
NAME =	s13_bumper_f_origin_rl,s13_underpanelsf,Body_002		 ; name (one or more) of a mesh to glow
COLOR=0,0,1,1         ; glowing color if condition is met
OFF_COLOR = 0,0,0         ; glowing color otherwise, default value is 0
LAG = 0.01                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; adds heating effect, going through orange tint while turning on and off
LOCATION =FRONT             ; 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
TOGGLE_VISIBILITY=1	
TOGGLE_VISIBILITY_INVERSE=1

[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials = lights_lod0_4_tra

[Material_PhotoelasticGlass]
Meshes = Object12f28, nis_silv1f60, nis_siflv168
PhotoelasticityBaseScale = 1.5      ; 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

[Material_Glass]
Materials=windowglass
MaskPass=20
MaskPassColor = 1,1,1 0
FilmIOR = 0.5
ThicknessMult = 1