; configuration file for magnycours_1992 [BASIC] SUPPORTS_WIND=1 [WIND] DYNAMIC_FLAGS = AUTO [LIGHTING] SPECULAR_MULT = 1 LIT_MULT = 1 CAR_LIGHTS_LIT_MULT = 1 [INCLUDE] INCLUDE = common/conditions.ini, common\materials_track.ini ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; grassfx [GRASS_FX] GRASS_MATERIALS = GRASS_FILLER OCCLUDING_MATERIALS_ALPHA = TERRAIN_VERGES MASK_BLUR = 1 MASK_MAIN_THRESHOLD = 0.5 MASK_MAX_LUMINANCE = 1 MASK_MIN_LUMINANCE = 0.02 SHAPE_SIZE = 1.1, 2.2 SHAPE_CUT = 1.1, 2.2 SHAPE_TIDY = 1.1, 2.2 TEXTURE = grass_fx/highlands.dds TEXTURE_GRID = 8, 3 [GRASS_FX_TEXTURE_GROUP_0] PIECE_0 = 1, 1 PIECE_1 = 1, 2, 2, 1 PIECE_1_CHANCE = 0.2 PIECE_2 = 1, 2 PIECE_2_CHANCE = 1 PIECE_3 = 6, 1 PIECE_4 = 7, 1 PIECE_5 = 8, 1 PIECE_6 = 2, 1 PIECE_7 = 2, 2 PIECE_8 = 3, 1 PIECE_9 = 3, 2 [GRASS_FX_CONFIGURATION_A] TEXTURE_BASE_CHANCE = 1 TEXTURE_GROUP_0_CHANCE = 0.25 MASK_MAIN_THRESHOLD = MASK_MAX_LUMINANCE = 1 MASK_MIN_LUMINANCE = 0.01 TRIM_PERIOD = THURSDAY SHAPE_SIZE = 1.2 [GRASS_FX_ADJUSTMENT_...] MATERIALS = GRASS_FILLER MAP = A ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; rainfx [RAIN_FX] PUDDLES_MESHES = VISROAD?,VISTARMAC?,VISPIT?,1KERB? SOAKING_MESHES = VISROAD?,VISTARMAC?,VISPIT? ROUGH_MESHES = 1GRASS?,1SAND? SMOOTH_MATERIALS = ARMCO,ARMCO_YELLOW,?METAL? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; fixes [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=grass MATERIALS=GRASS_FILLER PROP_... = ksAlphaRef, -193 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=sand edge MATERIALS=TERRAIN_VERGES PROP_... = ksAmbient, 0.23 PROP_... = ksDiffuse, 0.16 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=road MATERIALS=ROAD2_WET PROP_... = ksAmbient, 0.25 PROP_... = ksDiffuse, 0.12 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=flags MATERIALS=FLAG_? CULL_MODE= OFF DOUBLE_FACE_SHADOW_BIASED = 1 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=double side MATERIALS=HUTA,HUTB MESHES=nbuild13 CULL_MODE= OFF DOUBLE_FACE_SHADOW_BIASED = 1 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=shadow fix MATERIALS=TRUCK? DOUBLE_FACE_SHADOW_BIASED = 1 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=crane fix MATERIALS=CRANE01,CRANE02 CULL_MODE= OFF DOUBLE_FACE_SHADOW_BIASED = 1 BLEND_MODE=ALPHA_TEST [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=fence MATERIALS=FENCEA,GANCIO,GAR19,RAILD,STANDFENCE BLEND_MODE=ALPHA_BLEND IS_TRANSPARENT = 1 PROP_... = ksAlphaRef, 0.35 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=lines MATERIALS=ROAD_TRANSITIONS BLEND_MODE=ALPHA_BLEND IS_TRANSPARENT = 1 [SHADER_REPLACEMENT_...] MATERIALS = shader:ksTree? MATERIAL_FLAG_0 = 1 PROP_... = ksAmbient, 0.15 PROP_... = ksDiffuse, 0.08 [MATERIAL_ADJUSTMENT_...] ACTIVE = 1 MATERIALS = TERRAIN_VERGES KEY_0 = ksDiffuse VALUE_0 = 0.11 VALUE_0_OFF = 0.16 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; garage doors [GARAGE_DOORS_...] MESHES_CLOSED = 'GD_{Car}_closed' MESHES_OPENED = 'AC_CREW_{Car}_GD' ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; lights [MATERIAL_ADJUSTMENT_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = pit light glow MATERIALS=HA_LAMP KEY_0=ksEmissive VALUE_0=255,255,255,0.05 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = pit light MATERIALS=HA_LAMP OFFSET = 0,0,0 DIRECTION = NORMAL SPOT = 180 SPOT_SHARPNESS = 0.5 RANGE = 25 RANGE_GRADIENT_OFFSET = 0.4 FADE_AT = 1500 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 15 DIFFUSE_CONCENTRATION = 0.5 COLOR = 255,255,255,0.06 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=lights glow MATERIALS=OBJ_136 KEY_0=ksEmissive VALUE_0=255,255,255,0.2 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=lights MATERIALS=OBJ_136 OFFSET=0,0,0 DIRECTION=NORMAL SPOT=180 SPOT_SHARPNESS=0.5 RANGE=180 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=2000 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.2 CLUSTER_THRESHOLD=20 COLOR=255,255,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [SHADER_REPLACEMENT_...] MATERIALS = GAR16 SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_TEXTURE_0 = gar16_E.dds [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION = Window lights MATERIALS=GAR16 KEY_...=ksEmissive VALUE_0=255,255,255,0.005 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION = Window lights 2 MATERIALS=BUILDA10 KEY_...=ksEmissive VALUE_0=255,255,255,0.02 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION = Window lights 3 MATERIALS=BUILDA05B KEY_...=ksEmissive VALUE_0=255,255,255,0.01 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [SHADER_REPLACEMENT_...] MATERIALS = PADBLD02 SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_TEXTURE_0 = padbld02_map.dds [SHADER_REPLACEMENT_...] MATERIALS = PADBLD03 SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_TEXTURE_0 = padbld03_map.dds [SHADER_REPLACEMENT_...] MATERIALS = PADBLD05 SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_TEXTURE_0 = padbld05_map.dds [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION = Window lights 4 MATERIALS=PADBLD02,PADBLD03,PADBLD05 KEY_...=ksEmissive VALUE_0=255,255,255,0.002 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; clock [SCRIPTABLE_DISPLAY_...] MATERIALS = clockdisplay RESOLUTION = 280, 64 DISPLAY_POS = -5, 3 DISPLAY_SIZE = 280, 64 SCRIPT = clockdisplay.lua [SCRIPTABLE_DISPLAY_...] MATERIALS = clockdisplay2 RESOLUTION = 280, 64 DISPLAY_POS = -5, 3 DISPLAY_SIZE = 280, 64 SCRIPT = clockdisplay.lua [MATERIAL_ADJUSTMENT_...] DESCRIPTION = clockdisplay at night MATERIALS = clockdisplay? KEY_0 = ksEmissive VALUE_0 = 255,255,255,.01 VALUE_0_OFF = 255,255,255,.01 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [SCRIPTABLE_DISPLAY_...] MATERIALS = towerdisplay RESOLUTION = 235, 425 DISPLAY_POS = -8, -7 DISPLAY_SIZE = 2350, 425 SCRIPT = scoreboard_nbr.lua [SCRIPTABLE_DISPLAY_...] MATERIALS = timedisplay RESOLUTION = 300, 50 DISPLAY_POS = 0, -6 DISPLAY_SIZE = 300, 50 SCRIPT = timedisplay1.lua [SCRIPTABLE_DISPLAY_...] MATERIALS = timedisplay2 RESOLUTION = 350, 410 DISPLAY_POS = 20, -0 DISPLAY_SIZE = 350, 410 SCRIPT = timedisplay2.lua [MATERIAL_ADJUSTMENT_...] DESCRIPTION = clockdisplay at night MATERIALS = towerdisplay,timedisplay,timedisplay2 KEY_0 = ksEmissive VALUE_0 = 193, 82, 1, .1 VALUE_0_OFF = 193, 82, 1, .08 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TV DISPLAYS [MATERIAL_ADJUSTMENT_...] ACTIVE = 1 DESCRIPTION = Emmisive Screen MESHES = videoscreen01-2,videoscreen02-2,videoscreen03-1,videoscreen04-1 KEY_...= ksEmissive VALUE_0= 255,255,255,0.03 VALUE_0_OFF=255,255,255,0.02 CONDITION=NIGHT_SMOOTH [DISPLAY_...] ACTIVE = 1 ; General settings: MESHES = videoscreen01-2,videoscreen02-2,videoscreen03-1,videoscreen04-1 ; list of track meshes to act as displays REGION_START = 0, 0 ; display position on texture, in pixels REGION_SIZE = 1024, 512 ; 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 = 0.4 ; gamma correction, reduce to make darker areas even darker OUTPUT_SATURATION = 1.0 ; saturation correction OUTPUT_BRIGHTNESS = 1.0 ; 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 = -11.01676, -3.72698, -104.11176 CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement CAMERA_0_FOV = 25 ;------------------------------------------------------------- ; Camera #1 CAMERA_1 = 298.92432, 3.09525, -47.75766 CAMERA_1_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_1_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement CAMERA_1_FOV = 15 ;------------------------------------------------------------- ; Camera #2 CAMERA_2 = 138.49501, 10.08505, 287.40854 CAMERA_2_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_2_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement CAMERA_2_FOV = 15 ;------------------------------------------------------------- ; Camera #3 CAMERA_3 = -302.2027, -1.2049, 101.2356 CAMERA_3_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_3_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement CAMERA_3_FOV = 20 ;------------------------------------------------------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;flagmen_start [ANIMATED_...] NODE = FlagPole01 ANIMATION = flag1.ksanim DURATION = 1.8 [ANIMATED_...] NODE = FlagPole02 ANIMATION = flag2.ksanim DURATION = 2.2 [ANIMATED_...] NODE = FlagPole03 ANIMATION = flag3.ksanim DURATION = 2.1 [ANIMATED_...] NODE = FlagPole04 ANIMATION = flag4.ksanim DURATION = 1.8 [ANIMATED_...] NODE = FlagPole05 ANIMATION = flag5.ksanim DURATION = 2.3 [ANIMATED_...] NODE = FlagPole06 ANIMATION = flag6.ksanim DURATION = 2 [ANIMATED_...] NODE = FlagPole07 ANIMATION = flag7.ksanim DURATION = 2 [ANIMATED_...] NODE = FlagPole08 ANIMATION = flag8.ksanim DURATION = 2 [ANIMATED_...] NODE = FlagPole09 ANIMATION = flag9.ksanim DURATION = 2.2 [ANIMATED_...] NODE = FlagPole10 ANIMATION = flag10.ksanim DURATION = 1.8 [ANIMATED_...] NODE = FlagPole11 ANIMATION = flag11.ksanim DURATION = 1.7 [ANIMATED_...] NODE = FlagPole12 ANIMATION = flag12.ksanim DURATION = 1.9 [ANIMATED_...] NODE = FlagPole13 ANIMATION = flag13.ksanim DURATION = 2.1 [ANIMATED_...] NODE = FlagPole14 ANIMATION = flag14.ksanim DURATION = 1.7 [ANIMATED_...] NODE = FlagPole15 ANIMATION = flag15.ksanim DURATION = 2.3 [ANIMATED_...] NODE = FlagPole16 ANIMATION = flag16.ksanim DURATION = 2 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;flagmen_end