[ABOUT]
AUTHOR = Pyyer
VERSION = 1.0
DATE_RELEASE = 11 Novemeber 2021
;=============================================================
[INCLUDE]
INCLUDE=common/materials_track.ini
;=============================================================
[DEFAULTS]
HiddenScreenMaterial = j
HiddenScreenMeshes = 
ScreenMaterial = TV_SCREEN_MOVIE
ScreenMeshes = tv_screen002, tv_screen005
CAMERA_TARGET = CLOSEST_CAR
;=============================================================
[MESH_ADJUSTMENT_...]
ACTIVE = 1
MESHES = $HiddenScreenMeshes
IS_RENDERABLE = 0
;-------------------------------------------------------------
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = $ScreenMaterial
SHADER = ksPerPixel
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, 0.0
PROP_... = ksSpecularEXP, 100
PROP_... = ksEmissive, 5 0.05
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = textures.zip::screenDisplay.dds
;=============================================================
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 0
DESCRIPTION = Screen Light
MATERIALS = $ScreenMaterial
PROP_... = ksEmissive, 5 0.05
;=============================================================
[DISPLAY_...]
ACTIVE = 1
; General settings:
MESHES = $ScreenMeshes   ; list of track meshes to act as displays
REGION_START = 0, 0   ; display position on texture, in pixels
REGION_SIZE = 1432, 1024   ; display size on texture, in pixels
;-------------------------------------------------------------
; Update and rendering options
HIGH_REFRESH_RATE = 1    ; high refresh rate (enabled by default; 30 FPS with this option on, 15 FPS without)
FLIP_X = 1               ; change to 1 to flip output on X axis (mainly for strange UV mapping)
FLIP_Y = 1               ; change to 1 to flip output on Y axis (mainly for strange UV mapping)
;-------------------------------------------------------------
; Color corrections:
OUTPUT_ALPHA = 1        ; alpha channel value for display area
OUTPUT_GAMMA = .5     ; gamma correction, reduce to make darker areas even darker
OUTPUT_SATURATION = 1.0  ; saturation correction
OUTPUT_BRIGHTNESS = 1.2  ; brightness correction
OUTPUT_FISH_EYE = 0.0    ; increase to add lens distortion effect
OUTPUT_VIGNETTE = 0.1    ; increase to darken corners
OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration
;-------------------------------------------------------------
; Mode settings:
MODE = CAMERA
;-------------------------------------------------------------
; Camera #0
CAMERA_0 = -342.99, 27.0, 496.74
CAMERA_0_TARGET = $CAMERA_TARGET ; instead of fixed point, uses closes car
CAMERA_0_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement
CAMERA_0_FOV = 20
;-------------------------------------------------------------
; Camera #1
CAMERA_1 = 80.44, 5.0, 241.9
CAMERA_1_TARGET = $CAMERA_TARGET ; instead of fixed point, uses closes car
CAMERA_1_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement
CAMERA_1_FOV = 20
;-------------------------------------------------------------
; Camera #2
CAMERA_2 = 224.47, -8.0, -358.13
CAMERA_2_TARGET = $CAMERA_TARGET ; instead of fixed point, uses closes car
CAMERA_2_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement
CAMERA_2_FOV = 20
;-------------------------------------------------------------
; Camera #3
CAMERA_3 = -520.98, 52.58, -15.57
CAMERA_3_TARGET = $CAMERA_TARGET ; instead of fixed point, uses closes car
CAMERA_3_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement
CAMERA_3_FOV = 20
;-------------------------------------------------------------