-------------UNDERGLOW PRESET-------------------

           MADE BY MAMIYA MOTORS

      Instagram & Youtube @mamiyamotors
------------------------------------------------
If you have questions, please go check out my tutorial on my youtube channel
or message me on Discord/Instagram! 
------------------------------------------------
Strobos made by 013 Racing / rat_013
Based on the basic strobo code from Mamiya Motors
------------------------------------------------
Fog lights and roof leds made by 013 Racing / rat_013
Based on the code from Racedepartment / aphidgod & Patrik Marek
------------------------------------------------
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1      ; are low beams an option (by default, they’re available on street cars only)
FAKE_HIGHBEAMS_INDICATOR_beam_light = 1       ; change behavior of some green “mesh_name” dashboard indicator from “lights.ini”, to change its color to blue for high beams
HEADLIGHTS_ARE_HEADLIGHTS = 1  ; are headlights what they are (some rare racing cars use headlights as a way to animate dashboard or things like that instead)
STOP_LODS_ADJUSTMENT = 1       ; prevents patch from adjusting LODs even if user prefers LODs to work differently (like, forcing LOD B for other cars)

[LIGHTING]
TURNING_LIGHTS_IN_PITLANE_ONLY=0
TURNING_LIGHTS_RPM_THRESHOLD=9000
TURNING_LIGHTS_SPEED_THRESHOLD=330
TURNING_LIGHTS_STEER_THRESHOLD=340

------------------------------------------------
{EXTERIOR}
------------------------------------------------
 
[LIGHT_EXTRA_0]                                 ;(REAR)
LINE_FROM=-0.4, 0.4, -1.7                       ;position of the glow
LINE_TO=0.4, 0.4, -1.7                          ;position of the glow
;BIND_TO_HEADLIGHTS=1                            ;(1=turn on with headlights) (0=always on)
COLOR=0,0,650                                  ;more zeroes=brighter
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.3
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1                                ;(1=glow will light up objects surrounding it)
EXTERIOR_ONLY=1                                 ;(1=only visible from outside)
INTERIOR_ONLY=0                                 ;(1=only visible from cockpit view)

[LIGHT_EXTRA_1]                                ;(LEFT)
LINE_FROM=0.5, 0.15, 1.5
LINE_TO=0.5, 0.15, -1.5
;BIND_TO_HEADLIGHTS=1
COLOR=0,0,650
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0

[LIGHT_EXTRA_2]                                ;(RIGHT) 
LINE_FROM=-0.5, 0.15, 1.5
LINE_TO=-0.5, 0.15, -1.5
;BIND_TO_HEADLIGHTS=1
COLOR=0,0,650
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0

[LIGHT_EXTRA_3]                                 ;(FRONT)
LINE_FROM=-0.5, 0.5,1.6
LINE_TO=0.5, 0.5, 1.6
;BIND_TO_HEADLIGHTS=1
COLOR=0,0,650
DIFFUSE_CONCENTRATION=0.9
FADE_AT=150
FADE_SMOOTH=10
RANGE=1
RANGE_GRADIENT_OFFSET=0.1
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0

--------------------------------------------------------------------------------------------------
{LICENSE PLATE AREA}
--------------------------------------------------------------------------------------------------

;[LIGHT_EXTRA_4]                                ;(LICENSE PLATE AREA GLOW)
;LINE_FROM=-0.2, 1.25, -1.9
;LINE_TO=0.2, 1.25, -1.9
;BIND_TO_HEADLIGHTS=1
;COLOR=0,0,0
;DIFFUSE_CONCENTRATION=5
;FADE_AT=150
;FADE_SMOOTH=10
;RANGE=1.5
;RANGE_GRADIENT_OFFSET=0.1
;SPOT=90
;SPOT_SHARPNESS=0.0
;SPECULAR_MULT=0
;DIRECTION=0, -1, 0
;SELF_LIGHTNING=1
;EXTERIOR_ONLY=1
;INTERIOR_ONLY=0

--------------------------------------------------------------------------------------------------
{Interior}
--------------------------------------------------------------------------------------------------

;[LIGHT_EXTRA_5]                               ;(INTERIOR BACK SEAT GLOW) {Visible from outside only}
;LINE_FROM=-0.2, 1.35, -0.8
;LINE_TO=0.2, 1.35, -0.8
;BIND_TO_HEADLIGHTS=1
;COLOR=0,0,0
;DIFFUSE_CONCENTRATION=0.95
;FADE_AT=150
;FADE_SMOOTH=10
;RANGE=0.8
;RANGE_GRADIENT_OFFSET=0.1
;SPOT=250
;SPOT_SHARPNESS=0.0
;SPECULAR_MULT=0
;DIRECTION=0, -1, 0
;SELF_LIGHTNING=1
;EXTERIOR_ONLY=1
;INTERIOR_ONLY=0

[LIGHT_EXTRA_4]                                 ;(INTERIOR GLOW) {Visible from inside only}
LINE_FROM=-0.2, 0.6, -0.01
LINE_TO=0.2, 0.6, -0.01
;BIND_TO_HEADLIGHTS=1
COLOR=10,10,10
DIFFUSE_CONCENTRATION=0.95
FADE_AT=150
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=1

[LIGHT_EXTRA_5]
LINE_FROM=-0.2, 0.3, -0.01                       ;(INTERIOR FOOT WELL GLOW) {Visible from outside only}
LINE_TO=0.2, 0.3, -0.01
;BIND_TO_HEADLIGHTS=1
COLOR=0,0,50
DIFFUSE_CONCENTRATION=0.95
FADE_AT=250
FADE_SMOOTH=10
RANGE=0.8
RANGE_GRADIENT_OFFSET=0.1
SPOT=250
SPOT_SHARPNESS=0.0
SPECULAR_MULT=0
DIRECTION=0, -1, 0
SELF_LIGHTNING=1
EXTERIOR_ONLY=1
INTERIOR_ONLY=0

--------------------------------------------------------------------------------------------------
{Headlights}
--------------------------------------------------------------------------------------------------

[LIGHT_HEADLIGHT_0]
BIND_TO_HEADLIGHTS=1              ;main headlights
;BIND_TO_EXTRA_A=1
;COLOR=1, 0.8, 0.65, 5
COLOR=159,177,192,1
DIFFUSE_CONCENTRATION=0.25
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=5
MIRROR=0.68
POSITION=0,0.54,2.00
DIRECTION=-0.00,-0.03,1
RANGE=100
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=52
SPOT_SHARPNESS=0.05

[LIGHT_HEADLIGHT_1]
BIND_TO_HEADLIGHTS=1              ;fog lights
;BIND_TO_EXTRA_A=1
;COLOR=1, 0.8, 0.65, 5
COLOR=0.82,0.93,1,13
DIFFUSE_CONCENTRATION=0.75
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=12
FADE_SMOOTH=5
MIRROR=0.71
POSITION=0,0.34,2.00
DIRECTION=-0.00,-0.05,1
RANGE=18
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=90
SPOT_SHARPNESS=0.5

--------------------------------------------------------------------------------------------------
{Strobos}
--------------------------------------------------------------------------------------------------

[EMISSIVE_EXTRA_A_0]
NAME=ledstrobo_rsm                     ;(BLINKING) {Visible from outside only}
COLOR=18000, 0, 0, 13
LAG=.3
SIMULATE_HEATING=0
BLINKING_PATTERN=(|=3|0.2=0|6=0|3=0|1=1|6.5=1)
BLINKING_DURATION=0.2
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=1
;BIND_TO_HEADLIGHTS=1

[EMISSIVE_EXTRA_A_1]
NAME=ledstrobo_lsm                     ;(BLINKING) {Visible from outside only}
COLOR=0, 0, 18000, 13
LAG=.3
SIMULATE_HEATING=0
BLINKING_PATTERN=(|=3|0.2=0|5=0|3=0|1=1|5.5=1)
BLINKING_DURATION=0.2
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=1
;BIND_TO_HEADLIGHTS=1

[EMISSIVE_EXTRA_A_2]
NAME=ledstrobo_rss                    ;(BLINKING) {Visible from outside only}
COLOR=100000, 0, 0, 3
LAG=.3
SIMULATE_HEATING=0
BLINKING_PATTERN=(|=3|0.2=0|7=0|3=0|1=1|7.5=1)
BLINKING_DURATION=0.15
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=1
;BIND_TO_HEADLIGHTS=1

[EMISSIVE_EXTRA_A_3]
NAME=ledstrobo_lss                    ;(BLINKING) {Visible from outside only}
COLOR=0, 0, 100000, 3
LAG=.3
SIMULATE_HEATING=0
BLINKING_PATTERN=(|=3|0.2=0|8=0|3=0|1=1|8.5=1)
BLINKING_DURATION=0.15
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=1
;BIND_TO_HEADLIGHTS=1

[EMISSIVE_EXTRA_A_4]
NAME=rev_light                     ;Dash indicator for strobos
COLOR=0, 0, 50, 2
LAG=.2
SIMULATE_HEATING=0.2
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=1

--------------------------------------------------------------------------------------------------
{Reverse}
--------------------------------------------------------------------------------------------------

[EMISSIVE_REVERSE_0]
NAME = lights_em_rr  ; name (one or more) of a mesh to glow
COLOR = 212,235,255,1500          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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
CAST_LIGHT=1
AFFECTS_TRACK	=	1
DIFFUSE_CONCENTRATION	=	0.88
DIRECTION	=	0, 0, -1
EXTERIOR_ONLY	=	0
FADE_AT	=	120
FADE_SMOOTH	=	30
INTERIOR_ONLY	=	0

[EMISSIVE_REVERSE_1]
NAME=lights_chrome_r_reverse  ; name (one or more) of a mesh to glow
COLOR = 5,6,7,30          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
SELF_LIGHTNING = 0

--------------------------------------------------------------------------------------------------
{Turnsignals}
--------------------------------------------------------------------------------------------------

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = lights_em_turnsignal_lf  ; name (one or more) of a mesh to glow
COLOR = 255, 204, 0, 35          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; 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
CAST_LIGHT = 1 
REPEAT_FREQENCY_HZ=1.8

[EMISSIVE_TURNSIGNAL_LEFT_1]
RANGE_START_INDEX = 0
RANGE_END_INDEX = 5
RANGE_PREFIX = lights_em_turnsignal_lr_   ; name (one or more) of a mesh to glow
NAME = lights_em_turnsignal_lr_0  ; name (one or more) of a mesh to glow
COLOR = 255, 204, 0, 45          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
TOGGLE_VISIBILITY=1
RANGE_DELAY = 0.06   ; delay in seconds between pieces flashing up
REPEAT_FREQENCY_HZ=1.8
SMOOTH_IN = 1    ; turn on in animated fashion
SMOOTH_OUT = 0    ; turn off in animated fashion (cars usually don’t do that)
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 = REAR             ; 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
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME = cockpit_hr_sub5_l  ; name (one or more) of a mesh to glow
COLOR = 0, 50, 50, 2          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; 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
CAST_LIGHT = 0
REPEAT_FREQENCY_HZ=1.8

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME = lights_chrome_f_turnl  ; name (one or more) of a mesh to glow
COLOR = 25.5, 20.4, 0, 3          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; 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
CAST_LIGHT = 1 
REPEAT_FREQENCY_HZ=1.8

[EMISSIVE_TURNSIGNAL_LEFT_4]
RANGE_START_INDEX = 0
RANGE_END_INDEX = 5
RANGE_PREFIX = lights_chrome_r_turnl_   ; name (one or more) of a mesh to glow
NAME = lights_chrome_r_turnl_0  ; name (one or more) of a mesh to glow
COLOR = 25.5, 20.4, 0, 4          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
TOGGLE_VISIBILITY=1
RANGE_DELAY = 0.06   ; delay in seconds between pieces flashing up
REPEAT_FREQENCY_HZ=1.8
SMOOTH_IN = 1    ; turn on in animated fashion
SMOOTH_OUT = 0    ; turn off in animated fashion (cars usually don’t do that)
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 = REAR             ; 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
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = lights_em_turnsignal_rf  ; name (one or more) of a mesh to glow
COLOR = 255, 204, 0, 35          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; 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
CAST_LIGHT=1
REPEAT_FREQENCY_HZ=1.8

[EMISSIVE_TURNSIGNAL_RIGHT_1]
RANGE_START_INDEX = 0
RANGE_END_INDEX = 5
RANGE_PREFIX = lights_em_turnsignal_rr_   ; name (one or more) of a mesh to glow
NAME = lights_em_turnsignal_rr_0  ; name (one or more) of a mesh to glow
COLOR = 255, 204, 0, 45          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
TOGGLE_VISIBILITY=1
RANGE_DELAY = 0.06   ; delay in seconds between pieces flashing up
REPEAT_FREQENCY_HZ=1.8
SMOOTH_IN = 1    ; turn on in animated fashion
SMOOTH_OUT = 0    ; turn off in animated fashion (cars usually don’t do that)
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 = REAR             ; 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
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME = cockpit_hr_sub5_r  ; name (one or more) of a mesh to glow
COLOR = 0, 50, 50, 2          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; 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
CAST_LIGHT=0
REPEAT_FREQENCY_HZ=1.8

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME = lights_chrome_f_turnr  ; name (one or more) of a mesh to glow
COLOR = 25.5, 20.4, 0, 3          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.2                   ; 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
CAST_LIGHT=1
REPEAT_FREQENCY_HZ=1.8

[EMISSIVE_TURNSIGNAL_RIGHT_4]
RANGE_START_INDEX = 0
RANGE_END_INDEX = 4
RANGE_PREFIX = lights_chrome_r_turnr_   ; name (one or more) of a mesh to glow
NAME = lights_chrome_r_turnr_0  ; name (one or more) of a mesh to glow
COLOR = 25.5, 20.4, 0, 4          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
TOGGLE_VISIBILITY=1
RANGE_DELAY = 0.06   ; delay in seconds between pieces flashing up
REPEAT_FREQENCY_HZ=1.8
SMOOTH_IN = 1    ; turn on in animated fashion
SMOOTH_OUT = 0    ; turn off in animated fashion (cars usually don’t do that)
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 = REAR             ; 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
CAST_LIGHT=1

--------------------------------------------------------------------------------------------------
{LEDlights}
--------------------------------------------------------------------------------------------------

[EMISSIVE_LIGHT_0]
NAME = lights_em_f  ; name (one or more) of a mesh to glow
COLOR = 159,177,192,20          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_1]
NAME = lights_em_fsq  ; name (one or more) of a mesh to glow
COLOR = 106,118,128, 250          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_2]
NAME = bumperlight_lf_texture  ; name (one or more) of a mesh to glow
COLOR = 53,59,64          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_3]
NAME = bumperlight_rf_texture  ; name (one or more) of a mesh to glow
COLOR = 53,59,64          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_LIGHT_4]
NAME=beam_light                     ;Dash indicator for high beam
COLOR=50, 50, 0, 2
LAG=.2
SIMULATE_HEATING=0.2
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=0

[EMISSIVE_LIGHT_5]
NAME=lights_chrome_f_head  ; name (one or more) of a mesh to glow
COLOR = 5,6,7,30          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
SELF_LIGHTNING = 0


;[EMISSIVE_LIGHT_4]
;NAME = lights_em_r  ; name (one or more) of a mesh to glow
;COLOR = 50,0,0,30          ; glowing color if condition is met
;OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
;LAG = 0.1                   ; with zero, turns on and off immediately
;SIMULATE_HEATING = 0      ; 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
;BIND_TO_HEADLIGHTS=1              ;roof LED side

--------------------------------------------------------------------------------------------------
{Highbeam}
--------------------------------------------------------------------------------------------------

[EMISSIVE_HIGHBEAM_0]
NAME = ledcone_llm  ; name (one or more) of a mesh to glow
COLOR = 212,235,255,2.8          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
RANGE=990
RANGE_GRADIENT_OFFSET=0.5

[EMISSIVE_HIGHBEAM_1]
NAME = ledcone_rlm  ; name (one or more) of a mesh to glow
COLOR = 212,235,255,2.8          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_2]
NAME = ledcone_lsm  ; name (one or more) of a mesh to glow
COLOR = 80,89,96,4          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_3]
NAME = ledcone_rsm  ; name (one or more) of a mesh to glow
COLOR = 80,89,96,4          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_4]
NAME = ledcone_lls  ; name (one or more) of a mesh to glow
COLOR = 31,34,37,8          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_5]
NAME = ledcone_rls  ; name (one or more) of a mesh to glow
COLOR = 31,34,37,8          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_6]
NAME = ledcone_lss  ; name (one or more) of a mesh to glow
COLOR = 21,23,25,8          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_7]
NAME = ledcone_rss  ; name (one or more) of a mesh to glow
COLOR = 21,23,25,8          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_8]
NAME = ledsbowl  ; name (one or more) of a mesh to glow
COLOR = 106,118,128,10          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_9]
NAME = ledsbowlbase  ; name (one or more) of a mesh to glow
COLOR = 106,118,128,30          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.3                   ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_HIGHBEAM_9]
NAME=fuel_light                     ;Dash indicator for high beam
COLOR=0, 0, 50, 2
LAG=.2
SIMULATE_HEATING=0.2
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_DIVERSE=0
CAST_LIGHT=0

--------------------------------------------------------------------------------------------------
{Brakelights}
--------------------------------------------------------------------------------------------------

[EMISSIVE_BRAKE_0]
NAME = lights_em_r  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,25          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 255, 0, 0,1.3         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_1]
NAME = lights_em_rsq  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,300         ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 255, 0, 0,3.3         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_2]
NAME = logo_subaru_05  ; name (one or more) of a mesh to glow
COLOR = 500,0,0          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 5.5, 6, 6.5         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_3]
NAME = third_brake_light_002  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,25          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 2, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_4]
NAME = third_brake_light_003  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,10          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 2, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_5]
NAME = third_brake_light_004  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,10          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 2, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_6]
NAME = third_brake_light_005  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,10          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 2, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_7]
NAME = lights_em_rt  ; name (one or more) of a mesh to glow
COLOR = 880,0,0,25          ; glowing color if condition is met
FALLBACK_HEADLIGHTS_COLOR = 255, 0, 0,1.3         ; glowing color otherwise, default value is 0
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 1

[EMISSIVE_BRAKE_8]
NAME = lights_chrome_r_brake  ; name (one or more) of a mesh to glow
COLOR = 44,0,0,18          ; glowing color if condition is met
LAG = 0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
BIND_TO_HEADLIGHTS = 0


[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0.05
ANTILAG_INTENSITY=10.55
ANTILAG_INTERVAL_MAX=1.0
ANTILAG_INTERVAL_MIN=0.00
ANTILAG_TURBO_THRESHOLD=0.0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0.001
DISCHARGE_DELAY=0.0001
DISCHARGE_DURATION=1.8, 5.0
DISCHARGE_INTENSITY=20.15
DISCHARGE_PROBABILITY=2000.01
DISCHARGE_RPM_THRESHOLD_MAX=8000
DISCHARGE_RPM_THRESHOLD_MIN=1000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=10
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.01
FLAT_SHIFT_DURATION=0.55
FLAT_SHIFT_GAS_THRESHOLD=0.1
FLAT_SHIFT_INTENSITY=16
FLAT_SHIFT_PROBABILITY=1
FLAT_SHIFT_RPM_THRESHOLD=1500
LIMITER=1
LIMITER_DELAY=0.05
LIMITER_INTENSITY=10
LIMITER_RPM_THRESHOLD=8000

;[EMISSIVE_REVERSE_0]
;NAME = _ext_REVERSE_LIGHTS  ; name (one or more) of a mesh to glow
;COLOR = 25, 25, 25          ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


