;==================================================================================================

;                                   

;==================================================================================================

[DATA]
DISABLE_LIGHTSINI = 1

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1
HEADLIGHTS_ARE_HEADLIGHTS=1

;==================================================================================================

                                            LIGHTS

;==================================================================================================


[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=
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_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7

;================================================

;                 HEAD LIGHTS

;================================================


[EMISSIVE_LIGHT_0]
NAME = EXT_Light_Refra
COLOR = 200, 200, 210, 15
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = FRONT

[EMISSIVE_HIGHBEAM_0];HIGH BEAM
NAME= 
COLOR=200, 200, 210, 1
FALLBACK_LOWBEAM_COLOR=70,70,120, 0
DIFFUSE_CONCENTRATION=0.7
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=1
SIMULATE_HEATING=0
LAG=0.7
FADE_AT=90
FADE_SMOOTH=53
MIRROR=0.450, 0.0, 0
POSITION=0.0, 0.62, 1.70
DIRECTION=1.7, -2.9, 9
RANGE=3.5
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=-0
SPOT=60
SPOT_SHARPNESS=0.01
;================================================

;                 TAIL LIGHTS

;================================================

[EMISSIVE_LIGHT_1]
NAME = EXT_Light_brake, EXT_Light_Brake2
COLOR = 40, 5, 5, 15
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = REAR

[EMISSIVE_BRAKE_...]
NAME= EXT_Light_brake, EXT_Light_Brake2
COLOR==20, 5, 5, 50
FALLBACK_HEADLIGHTS_COLOR = 40, 5, 5, 15
CAST_LIGHT=1
LAG=0.8
SIMULATE_HEATING=3
LOCATION=REAR
CHANNEL = 0

;================================================

;                REVERSE LIGHTS

;================================================

[EMISSIVE_REVERSE_...]
NAME = EXT_Light_Reverse
COLOR = 25, 25, 25, 5
OFF_COLOR = 0, 0, 0
LAG = 0.1
SIMULATE_HEATING = 0.01
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0

;================================================

;                  INDICATORS

;================================================


; Front Right

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = EXT_Cligno_L
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Front
CAST_LIGHT = 1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = EXT_Cligno_R
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1

LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Front
CAST_LIGHT = 1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = cligno5
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1

LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Front
CAST_LIGHT = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = cligno2
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Front
CAST_LIGHT = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = EXT_Cligno_RF
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Front
CAST_LIGHT = 1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = EXT_Cligno_LF
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1


;================================================

; Rear Right

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = EXT_Cligno4
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1
LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Rear
CAST_LIGHT = 1


; Rear Left

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = EXT_Cligno2
COLOR = 255, 128, 0, 2
OFF_COLOR = 0, 0, 0, 1

LAG = 0.4
SIMULATE_HEATING = 0.3
LOCATION = Rear
CAST_LIGHT = 1

[EMISSIVE_EXTRA_A_3]
NAME=EXT_Strobe
COLOR=255,255,255,3
LAG=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=0.85

[EMISSIVE_EXTRA_A_2]
NAME=EXT_Light_Reverse 
COLOR=255,255,255,3
LAG=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=0.85

[EXTRA_FX_EMISSIVE_...]
MESHES =         
MATERIALS = 
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.2             ; 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 = 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_3]
MESHES =        
MATERIALS =    
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 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 = 1        ; 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 = 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =          ; stop emissive if a mesh with given name is visible

