;		SUBARU BRZ - J.BANET

; ========== Basics ==========

[SCRIPT_...]
SCRIPT = "sound.lua"

[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/selflighting.ini]


[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.2
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1
LIT_MULT=1
SPECULAR_MULT=1

[BOUNCED_BRAKE_LIGHTS]
ACTIVE=1
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7

[EMISSIVE_LIGHT_...]
NAME=keyboard_leds
COLOR=090,100,100,0.25
OFF_COLOR=090,100,100,0.05
ACT_AS_HEADLIGHTS=0
DIFFUSE_CONCENTRATION=0.5
AFFECTS_TRACK=1
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME=ecumaster_pmu16_leds, ecumaster_pmu24_leds
COLOR=100,100,100,2.5
OFF_COLOR=100,100,100,2.5
ACT_AS_HEADLIGHTS=0
DIFFUSE_CONCENTRATION=0.7
AFFECTS_TRACK=1
CAST_LIGHT=1

; ========== Emissive stuff ==========


[EXTRA_FX_EMISSIVE_...]
MESHES = REAR_LIGHT_STOP
RANGE = 0.3
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)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 6		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1	; set to 1 to use COLOR and emissive color only
COLOR= 1, 0.3, 0
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		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = taillights_main_led
RANGE = 0.05
DIRECTED = 0.5			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 25		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
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		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = Headlights
RANGE = 0.05
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)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 6		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
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		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible



[EMISSIVE_LIGHT_...]
NAME=HEADLIGHT_light
COLOR=120,120,110,0.1
OFF_COLOR=120,110,120,1
LAG=0.1
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_...]   
NAME=DISPLAY
COLOR=2,2,2,5
CAST_LIGHT=1


[EMISSIVE_HANDBRAKE_...]
NAME=E_Brake
COLOR=20,5,5,5
Cast_Light=1
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
NAME=Headlights
COLOR=12, 12, 15, 15
LOCATION=FRONT
BIND_TO=LIGHT



[SelfLight_Headlights]
POSITION=0, 0.6, 1.67
DIRECTION= 0, 0, 1
BOUND_TO=Headlights
SPOT=60
MIRROR=0.72
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[SelfLight_Headlights]
POSITION=0, 0.6, 1.7
DIRECTION= 0, 0, 1
BOUND_TO=Headlights
SPOT=60
MIRROR=0.65
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[SelfLight_Headlights]
POSITION=0, 0.6, 1.74
DIRECTION= 0, 0, 1
BOUND_TO=Headlights
SPOT=60
MIRROR=0.58
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BIND_TO_HEADLIGHTS=1
ACT_AS_HEADLIGHTS=1
ONLY_WITH_HEADLIGHTS=1
BOUND_EMISSIVE_MAX=250
BOUND_EXP=0.1
LAG=0
OFF_COLOR=0, 0, 0
COLOR=10, 10, 11, 0.5
DIFFUSE_CONCENTRATION=0.7
DIRECTION=0, 0, 1
INTERIOR_ONLY=0
EXTERIOR_ONLY=0
FADE_AT=200
FADE_SMOOTH=50
LOWBEAM_RANGE_MAX=150
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=0.5
MIRROR=0.66
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.61
OFF_MULT=0
OFF_POSITION=0, 0.58, 1.65
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0, 0.58, 1.65
RANGE=150
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=0.5
SECOND_SPOT_RANGE=60
SECOND_SPOT_SHARPNESS=0
SECOND_SPOT_SKIP=0
SPECULAR_MULT=6
SPOT=60
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.05, 1, 0



; ========== Fancy headlight coverz ==========

[Material_PhotoelasticGlass]
Meshes= GlassFront
PhotoelasticityBaseScale = 3
PhotoelasticityNoiseScale = 0.07
PhotoelasticitySpotsScale = 0.5
PhotoelasticitySpotsOffset = 0
PhotoelasticityStripesScale = 20
ProfileFix = 0.05

[EXTRA_FX]
MASK_GBUFFER = GlassFront


; ========== Exhaust FX ==========

[PARTICLES_FX_EXHAUST_0]
POSITION = -0.1502422,0.1882699,-1.771375

[PARTICLES_FX_EXHAUST_1]
POSITION = -0.3751312,0.1662602,1.273313

[PARTICLES_FX_EXHAUST_0]
DIRECTION = 0.01861451,-0.5619144,-0.8269859
; SPAWN_OFFSET = 0.02
SPREAD = 1
;COLOR = 0., 0., 0.1, 1
GROW = 1
LIFE = 1,0
SPEED = 0.9, 0.3
INTENSITY = 1.00, 0.0001
TEMPERATURE_THRESHOLD = 0
SPEED_THRESHOLD = 00,10

[PARTICLES_FX_EXHAUST_1]
DIRECTION = 0.2028316,-0.6474634,-0.7346091
;SPAWN_OFFSET = 0.05
SPREAD = 10 (normal auf 6)
COLOR = 0.1, 0.1, 0.1, 10
STARTING_SIZE = 0.30
SPAWN_OFFSET = 0.02
GROW = 3
LIFE = 0, 0000001
SPEED = 0.0, 0.5
INTENSITY = 0.1, 0.6000
TEMPERATURE_THRESHOLD = 0
SPEED_THRESHOLD = 40,150

[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0.05
ANTILAG_INTENSITY=10
ANTILAG_INTERVAL_MAX=0.08
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0
DISCHARGE_DELAY=0.25
DISCHARGE_DURATION=0.05
DISCHARGE_INTENSITY=0.5
DISCHARGE_PROBABILITY=0.75
DISCHARGE_RPM_THRESHOLD_MAX=8400
DISCHARGE_RPM_THRESHOLD_MIN=8000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=75
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.25
FLAT_SHIFT_DURATION=0.05
FLAT_SHIFT_GAS_THRESHOLD=1
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=0.5
FLAT_SHIFT_RPM_THRESHOLD=8000
LIMITER=1
LIMITER_DELAY=0
LIMITER_INTENSITY=1
LIMITER_RPM_THRESHOLD=8400

; ======== Blinkers ========

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=keyboard_leds_right
COLOR=0,10,0,2
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=keyboard_leds_left
COLOR=0,10,0,2
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=IndicatorR, taillights_led_R
COLOR=150, 50, 0, 10
SMOOTH_IN=0
LAG=0
LOCATION=REAR
BLINK_REPEAT = 0
BLINKING_PATTERN = (|0=1|0.500=0|0.73=0|)

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=IndicatorL, taillights_led_L
COLOR=150, 50, 0, 10
SMOOTH_IN=0
LAG=0
LOCATION=REAR
BLINK_REPEAT = 0
BLINKING_PATTERN = (|0=1|0.500=0|0.73=0|)


[EMISSIVE_HAZARD_0] 
MESHES = IndicatorL, IndicatorR, taillights_led_L, taillights_led_R, keyboard_leds_left, keyboard_leds_right
COLOR=150, 50, 0, 10
SMOOTH_IN=0
LAG=0
LOCATION=REAR
BLINK_REPEAT = 0
BLINKING_PATTERN = (|0=1|0.500=0|0.73=0|)

; ========== Emergency brake hazard lights ==========

[INSTRUMENTS]
HAZARDS_G_THRESHOLD = 1.5		; set G-force for hazards to turn on automatically on sudden braking
SPEED_FIX = 1				; use speed of powered wheels for speedometer
SPEED_LAG = 0.85				; speed lag for SPEED_FIX option
SPEED_LIMIT = 80  

 ; ======== ANIMATIONS ========

[WOBBLY_BIT_...]
NAME = aroma002
CONNECTED_TO = 0, 0, 0
MAX_RANGE = 1.55
DAMPENING_LAG = 0.93
G_GAIN = 5
GRAVITY_GAIN = 3
OFFSET_GAIN = 100
STIFF_AXIS = 0, 0, 1
STIFF_AXIS_STIFFNESS = 0.7
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[ANIMATION_0]
FILE=hood.ksanim
TIME= 2.5
BIND_TO_EXTRA_A=1

[ANIMATION_1]
FILE=car_door_L.ksanim
TIME=1.5
INPUT=EXTRA_B

[ANIMATION_2]
FILE=car_door_R.ksanim
TIME=1.5
INPUT=EXTRA_C

[SHAKING_EXHAUST_...]
MESHES = exhaust_a, Objet021
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.3, 0.6, 0.4

[AUDIO_VOLUME]

ENGINE_EXT=1.0
ENGINE_INT=2.2
BACKFIRE_EXT=2
BACKFIRE_INT=2
BODYWORK=5
DIRT=5
DOWN_SHIFT=2.2
GEAR_EXT=1.2
GEAR_GRIND=2
GEAR_INT=2
HORN=0
LIMITER=1.5
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1.3
WIND=0.4
HIT = 5.0
SCRAPE = 1.5
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0

[AUDIO_PITCH]

ENGINE_EXT=1.0
ENGINE_INT=1.0



[AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 0=0 | 8400=9250|)
ENGINE_INT_RPMS = (| 0=0 | 8400=9250|)

[EXTRA_SWITCHES]
SWITCH_F = ANTI-LAG

[SCRIPT_...]
SCRIPT = "sound.lua"

; ========== END OF THE FILE ==========
