[ABOUT]
AUTHOR = CrisT86 & VheEth
VERSION = 1.0
DATE_RELEASE = 14 November 2021

[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.ini, common/custom_emissive.ini, common\grass_fx.ini, common/Benner900conditions.ini, common/materials_base.ini, common/conditions_blm.ini

[LIGHTING]
LIT_MULT = 0.7
SPECULAR_MULT = 2
CAR_LIGHTS_LIT_MULT = 1

[LIGHT_POLLUTION]
ACTIVE = 1
COLOR = 1, 1, 1
DENSITY = 0.2
RADIUS_KM = 2

[BOUNCED_LIGHT]
SUPPORTED=1
SURFACE_MATERIALS=?

[DISTANT_GLOW]
THRESHOLD = 25
SHARED_THRESHOLD = 25

[SOL]
HORIZON_OFFSET = 3.0
FOG_LEVEL = 1.2
FOG_BLEND = 1.0
FOG_DISTANCE = 0.85
SMOG_MORNING = 0.20
SMOG_NOON = 0.45
SMOG_EVENING = 0.55
SUN_DAWN = 1
SUN_DUSK = 0
EXPOSURE_FIX = 0.87

[SOL2]
HORIZON_OFFSET = 3.0
FOG_LEVEL = 1.2
FOG_BLEND = 1.0
FOG_DISTANCE = 0.85
SMOG_MORNING = 0.20
SMOG_NOON = 0.45
SMOG_EVENING = 0.55
SUN_DAWN = 1
SUN_DUSK = 0
EXPOSURE_FIX = 0.87

[BASIC]
IGNORE_OTHER_CONFIGS = 1
SUPPORTS_WIND=1

[WIND]
DYNAMIC_FLAGS = AUTO
IGNORE=marshals

[SPECTATORS]
MESHES = ?public?, ?crowd?, ?people?, Crow?

;;;;;;;;;;;;;; CONDITIONS ;;;;;;;;;;;;;;;

[CONDITION_0]
NAME = NIGHT_SMOOTH
INPUT = TIME
LUT = (|0=1|25200=1|25200=0|63000=0|63000=1|86400=1|)
LAG = 0.97
 
[CONDITION_1]
NAME = HAZARDS1
INPUT = ONE
FLASHING_FREQUENCY = 0.1
FLASHING_SMOOTHNESS = 0.2
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
 
[CONDITION_2]
NAME = RACING_FLAG
INPUT = FLAG_TYPE
LUT = =(|1=0,1,0|2=1,1,0|3=1,0.5,0|4=1,0.3,0|5=1,0,0|6=0.7,0.7,0.7|7=1,0.5,0.5|8=0.1,0.1,0.1|9=0,0,0.1|10=0.5,0.5,0.5|11=0.5,0.5,0.5|12=0,0,1|13=0,0,0|14=1,1,1|)
INPUT_STAY_FOR = 1.0
INPUT_CHANGE_DELAY = 0.5
 
[CONDITION_3]
NAME = ALWAYS_ON
INPUT = ONE
 
[CONDITION_4]
NAME = BLINK_ALT
INPUT = ONE
FLASHING_FREQUENCY = -5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1
 
[CONDITION_5]
NAME = BALOON_FLAMES1
INPUT = ONE
FLASHING_FREQUENCY = 0.2
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)
 
[CONDITION_6]
NAME = BALOON_FLAMES2
INPUT = ONE
FLASHING_FREQUENCY = 0.25
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.6=0|0.69=0.5|0.8=1|0.81=0|1.0=0|)
 
[CONDITION_7]
NAME = BALOON_FLAMES3
INPUT = ONE
FLASHING_FREQUENCY = 0.15
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)

;;;;;;;;;;;;;; RAINFX ;;;;;;;;;;;;;;;

[RAIN_FX]
PUDDLES_MATERIALS = ?
SOAKING_MATERIALS = ROAD?,RD?,CMWALL?, BUSH?, TREE?, ?HOUSES?, ?BUILD?, ?TOWER?, ?ROOF?, ?WALL?, FLATS?, ?STAND?
SMOOTH_MATERIALS = TREEPALM, 
ROUGH_MATERIALS = GRASS?, CRET?, SAND?,
LINES_MATERIALS = ROADLINE?, ROADGRID,

STREAM_EDGE_...= -429.43, 20.38, -311.24,-451.64, 20.38, -316.62
STREAM_EDGE_...= -443.1, 22.44, -220.97,-448.13, 23.34, -219.69
STREAM_EDGE_...= -401.64, 21.95, 220.91,-422.5, 21.92, 225.73
STREAM_EDGE_...= -345.11, 27.76, 440.98,-374.95, 28.54, 448.69
STREAM_EDGE_...= -344.32, 27.7, 440.77,-326.13, 24.69, 435.99
STREAM_EDGE_...= 71.79, -2.33, 138.76,93.2, -1.9, 142.55
STREAM_EDGE_...= -330.62, -0.15, -231,-320.73, -0.15, -241.09

;;;;;;;;;;;;;; GRASSFX ;;;;;;;;;;;;;;;

[GRASS_FX]
GRASS_MATERIALS = GRASS?, RETEG,
GRASS_MESHES = 
OCCLUDING_MATERIALS_ALPHA = ROADVERGE
OCCLUDING_MATERIALS = ROAD?,RMBL?,TWALL?,CMWALL?,WALL?
ORIGINAL_GRASS_MATERIALS = 
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -5
MASK_MAX_LUMINANCE = 5
SHAPE_SIZE = 2.75, 4.0
HEIGHT_MULT = 0.3
COLOR_FACTOR = 1.6
SHAPE_TIDY = 0
SHAPE_CUT = 0
TRIM_PERIOD= 365
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3 
 
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 21 slots
PIECE_2_CHANCE = 0.1
 
 ; configuration A for shorter near grass
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 1.1, 2.0
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.0025
MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS?, RETEG,
MAP = A
 
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_3 = 3, 1, 1, 2 ; piece taking 12 slots, the one with purple flowers
PIECE_3_CHANCE = 0.5
PIECE_3_SIZE_MULT = 1.3 ; default size multiplier is based on size in cells, overriding
PIECE_4 = 6, 2, 1, 1 ; yellow flowers
PIECE_4_CHANCE = 0.35
PIECE_4_SIZE_MULT = 1.5 ; default size multiplier is based on size in cells, overriding
PIECE_5 = 7, 2, 1, 1 ; blue flowers
PIECE_5_CHANCE = 0.75
PIECE_5_SIZE_MULT = 1.5 ; default size multiplier is based on size in cells, overriding
PIECE_6 = 8, 2, 1, 1 ; red flowers
PIECE_6_CHANCE = 0.5
PIECE_6_SIZE_MULT = 1.2 ; default size multiplier is based on size in cells, overriding
 
 ; configuration B for shorter grass
[GRASS_FX_CONFIGURATION_B]
SHAPE_SIZE = 1.0, 2.0
TRIM_PERIOD = THURSDAY
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.12  ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 50 ; chance of second group to spawn
MASK_MAIN_THRESHOLD = -2
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = 
MAP = B

[GRASS_FX_CONFIGURATION_C]
SHAPE_SIZE = 1.0, 2.0
TRIM_PERIOD = THURSDAY
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.250 ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 0.001 ; chance of second group to spawn
MASK_MAIN_THRESHOLD = -2
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS?, RETEG,
MAP = C

;;;;;;;;;;;;;; PITLANE SEMAPHORE ;;;;;;;;;;;;;;;
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = GRLTA,GRPITLTA
MATERIALS = GRLTA,GRPITLTA
KEY_0 = ksEmissive
VALUE_0 = 255,255,255,0.025
VALUE_0_OFF = 0
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = 0.2
CONDITION = RACING_FLAG
 
[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = GRLTA,GRPITLTA
MATERIALS = GRLTA,GRPITLTA
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.5
RANGE = 5
RANGE_GRADIENT_OFFSET = 0.5
FADE_AT = 1000
FADE_SMOOTH = 50
DIFFUSE_CONCENTRATION = 1
CLUSTER_THRESHOLD = 20
COLOR = 180,205,255,0.0075
CONDITION = RACING_FLAG

;;;;;;;;;;;;;; TV SCREEN ;;;;;;;;;;;;;;;
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = TV_SCREEN_MOVIE
MATERIALS = TV_SCREEN_MOVIE
KEY_0 = ksEmissive
VALUE_0 = 1
 
[LIGHT_SERIES_...]
ACTIVE = 1
DESCRIPTION = TV_SCREEN_MOVIE
MATERIALS = TV_SCREEN_MOVIE
OFFSET = 0,-2.2,0
DIRECTION = 0,1,0
SPOT = 180
RANGE = 15
FADE_AT = 800
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.5
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 0.6
CLUSTER_THRESHOLD = 20
COLOR = 255,225,180,0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;; BALOONS ;;;;;;;;;;;;;;;
 
[MATERIAL_ADJUSTMENT_...]
MESHES = Line117
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,0.005
CONDITION = BALOON_FLAMES1
 
[MATERIAL_ADJUSTMENT_...]
MESHES = Line118
KEY_0 = ksEmissive
VALUE_0 = 255,200,155,0.007
CONDITION = BALOON_FLAMES2
 
[MATERIAL_ADJUSTMENT_...]
MESHES = Line119
KEY_0 = ksEmissive
VALUE_0 = 255,180,125,0.006
CONDITION = BALOON_FLAMES3
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames1
MATERIALS = ?ignition?
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,0.1
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0,0,0
BLEND_MODE = ALPHA_TEST
CONDITION = FLAME_FLICKERING
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames
MATERIALS = balloon_flame,fire
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,1.5
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0,0,0
CONDITION = BALOON_FLAMES1
 
;;;;;;;;;;;;;; HELICOPTER ;;;;;;;;;;;;;;;
 
[ANIMATED_...]
NODE = helicopter_red
ANIMATION = heli_redfly_x.ksanim
DURATION = 192
 
[SHADER_REPLACEMENT_...]
MATERIALS = Rotor
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
 
[SHADER_REPLACEMENT_...]
MATERIALS = Rotor2
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 6.3, 0
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli green
MATERIALS = heligreen,Hughes500_GreenLight
KEY_0 = ksEmissive
VALUE_0 = 0,255,0,1
VALUE_0_OFF = 0
CONDITION = BLINK
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli red
MATERIALS = helired,Hughes500_RedLight
KEY_0 = ksEmissive
VALUE_0 = 255,0,0,2
VALUE_0_OFF = 0
CONDITION = BLINK_ALT

;;;;;;;;;;;;;; GLASS LIGHT ;;;;;;;;;;;;;;;

[MATERIAL_ADJUSTMENT_...]
MATERIALS = GLASSPANELB, PITBUILD_TOWER_WIN, WINDOWS_1, TEMPGSTANDK_WINDOWS, 
CONDITION = NIGHT_SMOOTH
KEY_0 = ksEmissive
VALUE_0 = 0.96664, 0.950154, 0.71487,5
VALUE_0_OFF = 0, 0, 0
DESCRIPTION = pit building windows glow
ACTIVE = 1
 
[Material_RoomWindows]
Materials = GLASSPANELB, PITBUILD_TOWER_WIN, WINDOWS_1, TEMPGSTANDK_WINDOWS, 
EmissiveMode = ONE
SnapToTexCoords = 1
TexCoordsSnapOffset = 1.0
NormalsFactor = 0
RoomCeilingScale = 0.5
RoomCeilingRotation = 73.0
RoomDepth = 12
ShapeChance = 1
Shape1_X_W = 0.01
Shape1_Y_W = 0.01
ShapeSmoothness = 0.85
InteriorBaseBrightness = 1.5
InteriorMult = 0.5
InteriorGlowBrightness = 0.5
InteriorVolumeBrightness = 2.5
InteriorLightsBrightness = 2.25

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Glass Lights
VISIBILITY_LEVEL=0
MATERIALS=GLASSPANELB, PITBUILD_TOWER_WIN, WINDOWS_1, TEMPGSTANDK_WINDOWS, 
CONDITION=NIGHT_SMOOTH
OFFSET=0,0,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=20
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

;;;;;;;;;;;;;; PITLANE BUILDINGS LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
DESCRIPTION = BUILDINGS
MESHES = pitbuild004,pitbuild035,gstand021,paddockbuild002,paddockbuild003,pitbuild019,redbuild003,tempstand013
OFFSET = 0,-10,0
CLUSTER_THRESHOLD = 32
COLOR = 1,0.7,0.2,20
SPOT = 155
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.25
DIRECTION = 0,1,0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;; BOX LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION=Box Fake Lights
VISIBILITY_LEVEL=0
MESHES = Pits_DHL
CONDITION=NIGHT_SMOOTH
OFFSET=0,1.1,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=35
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=15
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=Box Fake Lights
CONDITION = NIGHT_SMOOTH
MESHES = Pits_DHL
KEY_0 = ksEmissive
VALUE_0 = 1.0
OFF_VALUE_0 = 0.15
ACTIVE = 1

;;;;;;;;;;;;;; GRANDSTAND LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Grandstand Lights
VISIBILITY_LEVEL=0
MATERIALS=GSTANDS_SUPPORTS
CONDITION=NIGHT_SMOOTH
OFFSET=0,-2,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=15
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.015

;;;;;;;;;;;;;; SENNA LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Grandstand Lights
VISIBILITY_LEVEL=0
MATERIALS=SennaBuilding
CONDITION=NIGHT_SMOOTH
OFFSET=0,12,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=25
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.050

;;;;;;;;;;;;;; TRACK LIGHTS ;;;;;;;;;;;;;;;

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = Track lights 
MATERIALS = FLOODLIGHT_LAMP
Resolution =512,1024 
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 1, Start = "0,0", Size = "512,1024", CornerRadius=0.0

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Track Lights
VISIBILITY_LEVEL=0
MATERIALS=FLOODLIGHT_LAMP
CONDITION=NIGHT_SMOOTH
OFFSET=0,5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=50
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = Track lights
MATERIALS=FLOODLIGHT_LAMP
KEY_...=ksEmissive1
VALUE_0=255,255,255,0.50
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193

;;;;;;;;;;;;;; SECONDARY TRACK LIGHT ;;;;;;;;;;;;;;;

 [CustomEmissive]
ACTIVE = 1
DESCRIPTION = Track lights 
MATERIALS = FL_ILLUM,
Resolution =512,1024 
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 0, Start = "351.1, 511.4", Size = "154.9, 149.6", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 1, Start = "355, 861.1", Size = "146, 90.4", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 2, Start = "345, 986", Size = "168, 40", CornerRadius=0.0

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Track Lights
VISIBILITY_LEVEL=0
MATERIALS=FL_ILLUM,
CONDITION=NIGHT_SMOOTH
OFFSET=0,5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=50
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = Track lights
MATERIALS=FL_ILLUM,
KEY_...=ksEmissive
VALUE_0=255,255,255,0.50
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = Track lights
MATERIALS=FL_ILLUM,
KEY_...=ksEmissive1
VALUE_0=255,255,255,0.50
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = Track lights
MATERIALS=FL_ILLUM,
KEY_...=ksEmissive2
VALUE_0=255,255,255,0.50
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193

;;;;;;;;;;;;;; VA BUILDINGS LIGHTS ;;;;;;;;;;;;;;;
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
MATERIALS = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = GSTANDA_DETAILS_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
MATERIALS = TEMPGSTANDK_WINDOWS,GSTANDA_DETAILS
KEY_0 = ksEmissive
VALUE_0 = 20
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[SHADER_REPLACEMENT_...]
DESCRIPTION = T56_BUILD_WALLS
MATERIALS = T56_BUILD_WALLS
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = GSTANDS_BOXES_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = T56_BUILD_WALLS
MATERIALS = T56_BUILD_WALLS
KEY_0 = ksEmissive
VALUE_0 = 25
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;; PITWALL LIGHT ;;;;;;;;;;;;;;;
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = pitstd
MATERIALS = pitstd
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = pitstd_mask.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = pitstd
MATERIALS = pitstd
KEY_0 = ksEmissive
VALUE_0 = 2
VALUE_0_OFF = 0

;;;;;;;;;;;;;; HOUSE LIGHTS ;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
DESCRIPTION = OUTERHOUSES
MATERIALS = OUTERHOUSES
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = BGBUILDINGSA_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = OUTERHOUSES
MATERIALS = OUTERHOUSES
KEY_0 = ksEmissive
VALUE_0 = 8
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = FLATS_1
MATERIALS = FLATS_1
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = FLATS_1_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLATS_1
MATERIALS = FLATS_1
KEY_0 = ksEmissive
VALUE_0 = 8
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = FLATSA
MATERIALS = FLATSA
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = FLATS_4_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLATSA
MATERIALS = FLATSA
KEY_0 = ksEmissive
VALUE_0 = 8
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
 
[SHADER_REPLACEMENT_...]
DESCRIPTION = FLATS_4
MATERIALS = FLATS_4
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = FLATS_4_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = FLATS_4
MATERIALS = FLATS_4
KEY_0 = ksEmissive
VALUE_0 = 8
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[SHADER_REPLACEMENT_...]
DESCRIPTION = SMALLFLATS_WALLS
MATERIALS = SMALLFLATS_WALLS
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = SMALLFLATS_WALLS_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = SMALLFLATS_WALLS
MATERIALS = SMALLFLATS_WALLS
KEY_0 = ksEmissive
VALUE_0 = 8
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = 3
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH

[SHADER_REPLACEMENT_...]
DESCRIPTION = REDBUILD_WINDOWS
MATERIALS = REDBUILD_WINDOWS
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = REDBUILD_WINDOWS_MASK.dds
 
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = REDBUILD_WINDOWS
MATERIALS = REDBUILD_WINDOWS
KEY_0 = ksEmissive
VALUE_0 = 8
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;; MARSHALL POSTS LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION=Marshall posts lights
VISIBILITY_LEVEL=0
MATERIALS=STARTGANTRYB_METAL
CONDITION=NIGHT_SMOOTH
OFFSET=0,1.75,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=8
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.035

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION=Marshall posts lights
VISIBILITY_LEVEL=0
MATERIALS=MARSHUT
CONDITION=NIGHT_SMOOTH
OFFSET=0,0.5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=6
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.035

;;;;;;;;;;;;;; AMBULANCE LIGHTS ;;;;;;;;;;;;;;;

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = define custom channels
MATERIALS =MB_Sprinter_2014
Resolution =1024,1024
@ = CustomEmissive_Rect, Channel = 0, Start = "912.5, 90.7", Size = "103.3, 50.2", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 1, Start = "764.7, 92", Size = "102.7, 49.3", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 2, Start = "803, 186.9", Size = "22.4, 18.1", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 3, Start = "959.8, 186.5", Size = "23.4, 18.3", CornerRadius=0.0

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Use channel 0 (red)
MATERIALS =MB_Sprinter_2014
CONDITION = BLINK1
KEY_... = ksEmissive
VALUE_... = 229,40,0,2
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Use channel 1 (blue)
MATERIALS =MB_Sprinter_2014
CONDITION = BLINK2
KEY_... = ksEmissive1
VALUE_... = 1,0,90,6
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Use channel 2 (red)
MATERIALS =MB_Sprinter_2014
CONDITION = BLINK1
KEY_... = ksEmissive2
VALUE_... = 229,40,0,2
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Use channel 3 (red)
MATERIALS =MB_Sprinter_2014
CONDITION = BLINK2
KEY_... = ksEmissive3
VALUE_... = 229,40,0,2
KEY_... = ksAlphaRef
VALUE_... = -193

[CONDITION_...]
NAME = BLINK1
INPUT = ONE
FLASHING_FREQUENCY = 5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[CONDITION_...]
NAME = BLINK2
INPUT = ONE
FLASHING_FREQUENCY = -5
;;; minus to alternate frequency
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Ambulance Red Glow
VISIBILITY_LEVEL=0
MATERIALS=MB_Sprinter_2014
CONDITION=BLINK1
OFFSET=0,5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=150
RANGE=8
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=15
DIFFUSE_CONCENTRATION=0.50
COLOR=229,40,0,0.025

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Ambulance Blue Glow
VISIBILITY_LEVEL=0
MATERIALS=MB_Sprinter_2014
CONDITION=BLINK2
OFFSET=0,5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=150
RANGE=8
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=15
DIFFUSE_CONCENTRATION=0.50
COLOR=1,0,90,0.025

 ;;;;;;;;;;;;;; VHEICLES LIGHT ;;;;;;;;;;;;;;;
 
[LIGHT_SERIES_...]
DESCRIPTION = VHEICLES
MESHES = gru?, tractor?, ambulance?
OFFSET = 0,-10,0
CLUSTER_THRESHOLD = 32
COLOR = 1,0.7,0.2,20
SPOT = 155
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.25
DIRECTION = 0,1,0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;; BRIDGE & BANNERS LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION=Bridge lights
VISIBILITY_LEVEL=0
MESHES = Bridge01a, Bridge02a, Bridge02b, Bridge03a, Bridge03b, Bridge05a, Bridge05b, Bridge06a, Bridge06b,
CONDITION=NIGHT_SMOOTH
OFFSET=0,1.5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=20
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=Bridge lights
CONDITION = NIGHT_SMOOTH
MESHES = Bridge01a, Bridge02a, Bridge02b, Bridge03a, Bridge03b, Bridge05a, Bridge05b, Bridge06a, Bridge06b,
KEY_0 = ksEmissive
VALUE_0 = 2.0
OFF_VALUE_0 = 0.15
ACTIVE = 1

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION=Bridge lights
VISIBILITY_LEVEL=0
MESHES = Bridge04a, Bridge04b, 
CONDITION=NIGHT_SMOOTH
OFFSET=0,1.5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=225
RANGE=20
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=16
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=Bridge lights
CONDITION = NIGHT_SMOOTH
MESHES = Bridge04a, Bridge04b, 
KEY_0 = ksEmissive
VALUE_0 = 1.0
OFF_VALUE_0 = 0.15
ACTIVE = 1

;;;;;;;;;;;;;; SEASONS ;;;;;;;;;;;;;;;

[CONDITION_...]
NAME=SEASON_SUMMER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=1|0.13=1|0.2=0|0.43=0|0.5=0.8|0.55=1|0.7=1|0.75=0|0.8=0|0.85=1|1=1|)
LAG=0

[CONDITION_...]
NAME=SEASON_AUTUMN
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=1|0.2=0|0.45=0|0.6=0.25|0.65=0.5|0.7=0.75|0.75=1|0.9=0.0|1=0|)
LAG=0

[CONDITION_...]
NAME=SEASON_WINTER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=1|0.1=1|0.2=0|0.85=0|0.9=0.5|1=1.0|)
LAG=0

[CONDITION_...]
NAME=SEASON_SUMMER_NORTH
INPUT=YEAR_PROGRESS
LUT=(|0=0|0.42=0|0.53=1.0|0.66=0|1=0|)
LAG=0

[CONDITION_...]
NAME=SEASON_AUTUMN_NORTH
INPUT=YEAR_PROGRESS
LUT=(|0=0|0.66=0|0.79=1.0|0.91=0|1=0|)
LAG=0

[CONDITION_...]
NAME=SEASON_WINTER_NORTH
INPUT=YEAR_PROGRESS
LUT=(|0=0.6|0.04=1|0.16=0.0|0.91=0|1=0.6|)
LAG=0

[CONDITION_...]
NAME=SEASON_SUMMER_SOUTH
INPUT=YEAR_PROGRESS
LUT=(|0=0.6|0.04=1|0.16=0.0|0.91=0|1=0.6|)
LAG=0

[CONDITION_...]
NAME=SEASON_AUTUMN_SOUTH
INPUT=YEAR_PROGRESS
LUT=(|0=0|0.16=0|0.28=1.0|0.4=0|1=0|)
LAG=0

[CONDITION_...]
NAME=SEASON_WINTER_SOUTH
INPUT=YEAR_PROGRESS
LUT=(|0=0|0.42=0|0.53=1.0|0.66=0|1=0|)
LAG=0

[MATERIAL_ADJUSTMENT_...]
ACTIVE=0
DESCRIPTION=Summer Settings
MATERIALS=?
KEY_0=seasonSummer
VALUE_0=1.0
OFF_VALUE_0=ORIGINAL
CONDITION=SEASON_SUMMER_SOUTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE=0
DESCRIPTION=Autumn Settings
MATERIALS=?
KEY_0=seasonAutumn
VALUE_0=1.0
OFF_VALUE_0=ORIGINAL
CONDITION=SEASON_AUTUMN_SOUTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION=Winter Settings
MATERIALS=?
KEY_0=seasonWinter
VALUE_0=1.0
OFF_VALUE_0=0
CONDITION=SEASON_WINTER_SOUTH
