[INCLUDE]
INCLUDE = common/conditions.ini

[EXTRA_SWITCHES]
SWITCH_A=BAGS DOWN
SWITCH_A_FLAGS = HOLD_MODE
SWITCH_B=BAGS UP
SWITCH_B_FLAGS = HOLD_MODE

[BOUNCED_INTERIOR_LIGHT]
MULT = 2

[EXTRA_FX]
SKIP_GBUFFER = GEO_Body1_SUB14, lanternas8, 
MASK_GBUFFER = vidros3, vidros19, vidros18, window?

[REFLECTIONS_FX]
MASK_CUBEMAP_OFFSET = 0, 0.0, 0.0
MASK_CUBEMAP_TWEAK = 0.4
MASK_CUBEMAP_SKIP = polymsh118_SUB8, polymsh_detached120

[WHEEL_LF, WHEEL_RF, WHEEL_LR, WHEEL_RR]  ; use whatever tyres you need to configure
IS_OPEN = 0           ; Set to 1 if this wheel is not covered by something, very important for tyres smoke
TYRE_WIDTH = 0.22      ; Tyre width
TYRE_OFFSET = 0.055   ; Tyre offset
RIM_WIDTH = 0.2      ; Rim width
RIM_OFFSET = 0.05     ; Rim offset
DEBUG = 0           ; Uncomment to show debug outlines, helps with calibrating dimensions

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

--- Tyres FX ---

[TYRES_FX]
ENABLED = 1                  ; Set to 0 to fully disable Tyres FX for a given car (or axis)
NOFX_DISTANCE_SWITCH = 16    ; Distance to disable Tyres FX at (48 for open wheelers, 16 for regular cars)
VISIBLE_IN_INTERIOR_CAM = 0  ; If effects are active with interior cameras (1 by default for open wheelers)

; Visual damage:
WEAR_MAX_VIRTUAL_VM = 25     ; Virtual kilometers for a tyre to show up as fully worn (defaults: 10 for
                             ; open wheelers, 15 for racing cars, 25 for regular cars)
DAMAGE_FLAT_SPOT_GAIN = 5    ; Intensity of flat spot damage
DAMAGE_FLAT_SPOT_FADE = 0.1  ; Fading speed for flat spot damage
DAMAGE_GRAIN_GAIN = 5        ; Intensity of grain damage
DAMAGE_GRAIN_MAX = 0.8       ; Maximum amount of grain damage
DAMAGE_WIDTH_K = 1.2         ; Width of visual damage area
DAMAGE_OFFSET_K = 0          ; Horizontal offset of visual damage area
DAMAGE_FLAT_SPOT_DEBUG = 0   ; If set, overrides flat spot damage around the entire wheel for debugging
DAMAGE_GRAIN_DEBUG = 0       ; If set, overrides grain damage around the entire wheel for debugging

; Material parameters for visual damage:
DAMAGE_SPEC_MULT = 0.6       ; Multiplier for ksSpecular of damaged areas
DAMAGE_SPEC_EXP_MULT = 0.2   ; Multiplier for ksSpecularEXP of damaged areas
DAMAGE_REFL_MULT = 0.8       ; Multiplier for fresnelMaxLevel of damaged areas
DAMAGE_OCCLUSION_MULT = 0.2  ; AO multiplier for damaged areas
DAMAGE_NORMALS_MULT = 2      ; Normal map boost value

; Visual dirt:
DIRT_ACCUMULATION = 1200      ; How fast dirt or grass adds up to a wheel
DIRT_FADE = 20               ; How fast dirt fades (also, clamped from above by physics dirty level)
DIRT_OFFSET_K = 0.0        ; Offset for dirt map on a wheel along X axis relative to car
DIRT_WIDTH_K = 1.5           ; Dirt width on a wheel (set it in a way that it barely touches sides)
DIRT_GRASS_DEBUG = 0         ; If set, override grass dirt for debugging
DIRT_DIRT_DEBUG = 0          ; If set, override non-grass dirt for debugging

; Shape deformation:
FLEX_MULT = 1.0              ; Multiplier for sideways flexing (based on physics, but sometimes tyres might
                             ; have a strange configuration: this parameter can help)
FLEX_PROFILE_MULT = 0.45     ; Bending part of a tyre profile, from 0.1 to 2
FLEX_SQUASH_SMOOTHING = 0.1  ; Temporal filtering for squashing, from 0 to 1 (decrease for smoother changes)
FLEX_SKEW_RANGE_MULT = 3     ; Skew range
FLEX_SKEW_SMOOTHING = 0.1    ; Temporal filtering for skewing (decrease for smoother changes)
FLEX_MAX_SKEW_MULT = 0.8     ; Multiplier for maximum skewing


; Blown tyres:
BROKEN_TYRES_DYNAMIC = 1       ; Change to 0 to disable procedural look for blown tyres
BROKEN_TYRES_BASE_NUDGE = 0.0  ; Optional nugde in the middle for blown tyres (make sure it doesn’t intersect
                               ; with tyre geometry unless you want to use a custom shape for interior part
                               ; of a blown tyre)
BROKEN_TYRES_BASE_BRIGHTNESS = 1.0 ; Brightness of the interior part of blown tyre


[TYRES_FX_FRONT]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[TYRES_FX_REAR]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 0             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.8      ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.25           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.11  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.5  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim


[INCLUDE: common/custom_emissive.ini]
HeatingMult = 0.5

[EXTRA_FX_EMISSIVE_...]
MATERIALS = st_dash_screen, ARROW_SPEED1, ARROW_RPM1, st_led_map
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.3              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.08                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1             ; 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 = 300      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 2       ; 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_...]
MATERIALS = st_led_screen
RANGE = 1.8           ; 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 =1            ; 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 = 3       ; 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 = 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 = 0       ; 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 = 0.8         ; 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_...]
MATERIALS = st_light_interior
RANGE = 0.4         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.3
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

CAST_SHADOWS=0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1.5      ; 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 = 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 = 10      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; 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 = 3.0         ; 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_...]
MATERIALS = st_light_ambient
RANGE = 0.08       ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0,0.3,0.9             ; 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 = 5      ; 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 = 10             ; 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 = 22            ; 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 = 200      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS =   5     ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 5      ; 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_...]
MATERIALS = st_light_ambient_bottom
RANGE = 0.35       ; 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 =1          ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 2      ; 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 = 10             ; 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 = 10            ; 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 = 200      ; 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 = 5      ; 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


[REFRACTING_HEADLIGHT_...]
SURFACE = lanternas3
INSIDE = lanternas5
SYNC_EMISSIVE_0 = LOW_BEAM_RIGHT
SYNC_EMISSIVE_0_CHANNEL_OUT = 0, 1, 2
SYNC_EMISSIVE_1 = GEO_Light_3
SYNC_EMISSIVE_1_MULT = 10
SYNC_EMISSIVE_1_CHANNEL_IN = 3, 4
SYNC_EMISSIVE_1_CHANNEL_OUT = 3, 4

ABSORPTION = 0.05
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.03
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = -0.2
CUSTOM_BULB_0 = 0.128, 0.744, 0.035, 0
CUSTOM_BULB_1 = 0.791, 0.674, 0.035, 0
CUSTOM_BULB_2 = 0.831, 0.279, 0.041, 0
CUSTOM_BULB_3 = 0.209, 0.343, 0.041, 0
DIFFUSE_MAP_FILTER_MULT = 2.3
DIFFUSE_MAP_MULT = 1
DIRECTION = -7.45028e-08, -7.57484e-07, -1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25, 0.25, 0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_DIR = 1.00004, 1.93156e-06, -6.55651e-07
MIRROR_POS = -0.00183105, 0.631439, 1.76971
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.701721, 0.631519, 1.85547
RADIUS = 0.0895
REFLECTIVENESS_DIFFUSE_MULT = 30
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
SIDE_FALLOFF = 0.5
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1


; --------- DIGITAL INSTRUMENTS ---------

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 4
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

[DI_SPEED_...]
DIGITAL_ITEM = 3
DIGITAL_ITEM_NUMBER_FORMAT = 1.0

[DI_AMBIENT_TEMPERATURE_...]
		DIGITAL_ITEM = 0
		DIGITAL_ITEM_NUMBER_FORMAT=02.0, '222'

	[DI_DRIVEN_TOTAL_...]
		DIGITAL_ITEM = 5
		DIGITAL_ITEM_NUMBER_FORMAT=02.0



[DI_TIME_...]
DIGITAL_ITEM = 2
DIGITAL_ITEM_NUMBER_FORMAT = TIME

[DI_WIND_DIR_...]
DIGITAL_ITEM = 6
DIGITAL_ITEM_NUMBER_FORMAT = COMPASS


; [DI_GEAR_...]
; DIGITAL_ITEM = 1
; DIGITAL_ITEM_NUMBER_FORMAT = GEAR_AUTO, , ,M	



;;;; --------------- WIPERS -------------------



; [WIPERS]
; WIND_THRESHOLDS_KMH = 60, 150 ; speed for wipers to start vibrating and for maximum vibration
; WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
; WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
; WIND_OFFSET = 0.03 ; base animation2

[WIPERS]
FRONT_0 = WIPER_MID_MESH, WIPER_FACE_MESH
WIND_THRESHOLDS_KMH = 60, 260 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1.4 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1.2 ; multiplier for frequency
WIND_OFFSET = 0.03 ; base animation

[WIPERS_TRACE_...]
SURFACE = vidros4_SUB1, vidros4_SUB0
WIPERS = ?WIPER?, ?wiper?


; [RAIN_FX_WINDSCREEN]
; FORCE_GFORCES_MULT='0.75, 2, 1.5'
; FORCE_GRAVITY_MULT=0.15
; FORCE_WIND_MULT=0.04
; OCCLUSION_DEBUG=0
; REFRACTION_MASK=0
; SCALE=1



[MODEL_REPLACEMENT_...]
ACTIVE = 1        ; set to 0 to disable the whole section (default value is 1)
FILE = st_volkswagen_tcross.kn5  ; name of KN5 to work with (to distinguish between LODs or track KN5s)
SKINS = Christmas      ; list of skins to use replacement with (only for cars)

; To remove certain meshes or whole nodes containing meshes (optional): 
;HIDE = name1, name2  ; meshes or nodes to hide (no protected meshes)

; To insert a new 3D model (optional; but when using this, you need either INSERT_AFTER or INSERT_IN):
INSERT = st_volkswagen_tcross_ribbon.kn5       ; name of KN5 to insert, should be located next to config file
INSERT_AFTER = TCross  ; node/meshmesh, after which new KN5 will be inserted
;INSERT_IN = TCross       ; or, name of node to insert KN5 in, after the rest of its content
                             ; use one of those (if necessary, you can use both at once though)

; Extra insertion options:
MULTIPLE = 0  ; set to 1 to allow new model to be inserted more than once (by default it would only 
              ; be inserted in the first found node either from INSERT_AFTER or INSERT_IN filter)
MERGE = 1     ; set to 1 to enable merge together nodes with the same names insted of duplicating them

; Options to transform inserted model:
SCALE = 1, 1, 1     ; change size: X, Y and Z axis (for car, X is left-right, Y and up-down)
ROTATION = 0, 0, 0  ; rotate: heading, pitch and roll, in degress
OFFSET = 0, 0, 0    ; move: X, Y and Z axis, in meters