[ABOUT]
AUTHOR=hannii22
VERSION=1
DATE_RELEASE=15/07/2021
LIGHTS_COUNT= muchassss
NOTES=showroom_h22


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

[INCLUDE]
INCLUDE = common\conditions.ini, common\materials_base.ini, common\materials_track.ini, common\custom_emissive.ini



[CONDITION_0]
NAME=1
INPUT=ONE
FLASHING_FREQUENCY=0.1
FLASHING_SKIP_OFF_STATE=1
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=0
FLASHING_SKIP_DOWNHILL_STATE=1
FLASHING_SMOOTHNESS=LINEAR
FLASHING_LUT=(|0=1,0.9,0|0.1=0,0,0|0.2=1,0.1,0|0.3=0,0,0|0.4=0,1,0|0.5=0,0,0|0.6=0,1,1|0.7=0,0,0|0.8=0.4,0,1|0.9=0,0,0|1.0=0,0.4,1|)

[SOL]
HORIZON_OFFSET=0.0
DOME_SIZE=25000
SUN_DAWN=1
SUN_DUSK=1
FOG_LEVEL=0.9
FOG_BLEND=1.05
FOG_DISTANCE=1.25
SMOG_MORNING=0.15
SMOG_NOON=0.35
SMOG_EVENING=0.45
EXPOSURE_FIX=1


[LIGHT_POLLUTION]
RELATIVE_POSITION = 0, 0.5, -5.5
DENSITY = 0.5
RADIUS_KM = 0.6
COLOR = 1.0, 0.75, 0.5
CONDITION=SMOOTH_SUN_A

[DISTANT_GLOW]
THRESHOLD = 10
SHARED_THRESHOLD = 25

[LIGHT_SERIES_0]
MESHES=2
CONDITION=NIGHT_SMOOTH
OFFSET=0,0,0
CLUSTER_THRESHOLD=0.5
COLOR=185,124,66, 0.01
SPOT=150
RANGE=5
FADE_AT=200
FADE_SMOOTH=75
SPOT_SHARPNESS=0.1
DIRECTION=NORMAL
RANGE_GRADIENT_OFFSET=0.3
DIFFUSE_CONCENTRATION=1
ACTIVE=1
DESCRIPTION=Main Lights
VOLUMETRIC_LIGHT=1
SHADOWS_SPOT = 60
SHADOWS_RANGE = 50
SHADOWS_EXP_FACTOR = 12
SHADOWS_BOOST = 4
SPECULAR_MULT=0.01


[LIGHT_SERIES_1]
MESHES=1
CONDITION=NIGHT_SMOOTH
OFFSET=0,0,0
CLUSTER_THRESHOLD=0.5
COLOR=255,255,255, 0.01
SPOT=300
RANGE=7
FADE_AT=200
FADE_SMOOTH=75
SPOT_SHARPNESS=0.1
DIRECTION=NORMAL
RANGE_GRADIENT_OFFSET=0.2
DIFFUSE_CONCENTRATION=2
ACTIVE=1
DESCRIPTION=Main Lights
VOLUMETRIC_LIGHT=1
SHADOWS_SPOT = 60
SHADOWS_RANGE = 50
SHADOWS_EXP_FACTOR = 12
SHADOWS_BOOST = 4
SPECULAR_MULT=0.01

[LIGHT_SERIES_2]
MESHES=3
CONDITION=NIGHT_SMOOTH
OFFSET=0,0,0
CLUSTER_THRESHOLD=0.5
COLOR=255,255,255, 0.003
SPOT=180
RANGE=10
FADE_AT=200
FADE_SMOOTH=75
SPOT_SHARPNESS=0.1
DIRECTION=NORMAL
RANGE_GRADIENT_OFFSET=0.5
DIFFUSE_CONCENTRATION=2
ACTIVE=1
DESCRIPTION=Main Lights
VOLUMETRIC_LIGHT=1
SHADOWS_SPOT = 60
SHADOWS_RANGE = 50
SHADOWS_EXP_FACTOR = 12
SHADOWS_BOOST = 4
SPECULAR_MULT=0.01

[LIGHT_SERIES_3]
MESHES=4
CONDITION=1
OFFSET=0,0,0
CLUSTER_THRESHOLD=0.5
COLOR=255,255,255, 0.02
SPOT=180
RANGE=10
FADE_AT=200
FADE_SMOOTH=75
SPOT_SHARPNESS=0.1
DIRECTION=NORMAL
RANGE_GRADIENT_OFFSET=0.5
DIFFUSE_CONCENTRATION=2
ACTIVE=1
DESCRIPTION=Main Lights
VOLUMETRIC_LIGHT=1
SHADOWS_SPOT = 60
SHADOWS_RANGE = 50
SHADOWS_EXP_FACTOR = 12
SHADOWS_BOOST = 4
SPECULAR_MULT=0.01

[LIGHT_SERIES_4]
ACTIVE = 1
VISIBILITY_LEVEL = 2
DESCRIPTION = tvs
MATERIALS = tv
OFFSET = 0,0,0
DIRECTION = NORMAL
;DIRECTION_ALTER = 0,-0.7,0
SPOT = 150
SPOT_SHARPNESS = 0.8
RANGE = 10
RANGE_GRADIENT_OFFSET = 0.35
FADE_AT = 500
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 8
DIFFUSE_CONCENTRATION = 0.7
COLOR = 120,100,80,0.003
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH


[Material_DistantEmissive]
Meshes = 1,2
FloodlightPower = 2
DistanceMult_v2 = 0.0
DotBrightnessCenter_v2 = 6
DistantGlowHeightMult_v2 = 0.8

[MATERIAL_ADJUSTMENT_0]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=racing signals GLOW
MESHES=1
CONDITION=NIGHT_SMOOTH
KEY_0=ksEmissive
VALUE_0=255,255,255,1
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0

[MATERIAL_ADJUSTMENT_1]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=racing signals GLOW
MESHES=2
CONDITION=NIGHT_SMOOTH
KEY_0=ksEmissive
VALUE_0=235,124,66,0.8
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0

[MATERIAL_ADJUSTMENT_2]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=racing signals GLOW
MESHES=3
CONDITION=NIGHT_SMOOTH
KEY_0=ksEmissive
VALUE_0=3,3,3,1
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0

[MATERIAL_ADJUSTMENT_3]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = stand
MESHES = 4
KEY_0 = ksEmissive
VALUE_0 = 215, 239, 255,3
VALUE_0_OFF = 0, 0, 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
KEY_2 = ksAmbient
VALUE_2 = 0.175
VALUE_2_OFF = 0.5
KEY_3 = ksDiffuse
VALUE_3 = 0.2
VALUE_3_OFF = 0.2
CONDITION = 1

[MATERIAL_ADJUSTMENT_4]
DESCRIPTION= tv
MATERIALS = tv
KEY_0=ksEmissive
VALUE_0=255,255,255,0.01
VALUE_0_OFF=ORIGINAL
CONDITION=NIGHT_SMOOTH


[BOUNCED_LIGHT]
SUPPORTED = 1
INTENSITY = 1
OBJECT_MATERIALS = metal_g, metal_b, metal_oro, metal_rojo, metal_white, cp, galvan, pvc
SURFACE_MATERIALS = concrete, concrete2

[Material_DigitalScreen]
Materials = tv
UseTextureCoordinates = 1  ; if mapping seems weird, change to 0
                           ; (although it shouldn’t, or else how would DISPLAY_… work?)
ScreenAspectRatio = 2    ; adjust if pixels look skewed
ScreenScale = 400          ; adjust for target resolution, the lower the blockier
                           ; in general using texture size here might be a good idea


[RAIN_FX]
PUDDLES_MATERIALS = concrete2
SOAKING_MATERIALS = concrete2
SMOOTH_MATERIALS = 
ROUGH_MATERIALS = 
LINES_MATERIALS = 





















 

          


