; configuration file for townsville2012 [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 [LIGHT_POLLUTION] ACTIVE = 1 COLOR = 1, 1, 1 DENSITY = 0.2 RADIUS_KM = 2 [DISTANT_GLOW] THRESHOLD = 25 SHARED_THRESHOLD = 25 [SPECTATORS] MESHES = crowd? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; grassfx [GRASS_FX] GRASS_MATERIALS = GRAS391, GRASS214_0, GRAS390 OCCLUDING_MATERIALS = ROADA389,ROADA388,ROADA282,GRAS393,GRAS374,GRAS352,GRAS364,RMBL271 MASK_BLUR = 1 MASK_MAIN_THRESHOLD = 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 = 1.4 [GRASS_FX_ADJUSTMENT_...] MATERIALS = GRAS391, GRASS214_0, GRAS390 MAP = A ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; rainfx [RAIN_FX] PUDDLES_MESHES = VISROAD?,1KERB?,1TARMAC?,1PIT?,1ROAD? SOAKING_MESHES = VISROAD?,1TARMAC?,1PIT?,1ROAD? ROUGH_MATERIALS = GRAS391, GRASS214_0, GRAS390 SMOOTH_MATERIALS = LINES_MATERIALS = ROADA359,ROADA360,ROADA357,ROADA361 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; startsignal [SHADER_REPLACEMENT_...] ACTIVE = 1 MATERIALS = RDLT?, GRLT?, GRPITLTA SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_FILE_0 = light3.dds FILL_MISSING_TEXTURES = 1 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; fixes [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=shadow MATERIALS = GRDR1060 DOUBLE_FACE_SHADOW_BIASED = 1 [MESH_ADJUSTMENT_...] MESHES = crowd? IS_RENDERABLE = 0 [SHADER_REPLACEMENT_...] MATERIALS = GRAS391, GRASS214_0, GRAS390 PROP_... = ksAlphaRef, -193 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=trees MATERIALS=ROADA1459 PROP_... = ksAmbient, 0.2 PROP_... = ksDiffuse, 0.1 [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=TRANSPARENT MATERIALS=ROADA220,ROADA357,ROADA359 IS_TRANSPARENT = 1 BLEND_MODE=ALPHA_BLEND [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION=TRANSPARENT MATERIALS=ROADA770,ROADA769 IS_TRANSPARENT = 0 BLEND_MODE=ALPHA_TEST ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; lights [MATERIAL_ADJUSTMENT_...] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=street lights glow MATERIALS=light KEY_0=ksEmissive VALUE_0=255,119,50,1 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=street lights MATERIALS=light OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=80 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=2000 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=20 COLOR=255,119,50,0.1 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [SHADER_REPLACEMENT_...] ACTIVE=1 MATERIALS = ROADA307 SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_TEXTURE_0 = pit_lvl2_2z_map.dds [SHADER_REPLACEMENT_...] ACTIVE=1 MATERIALS = ROADA306 SHADER = ksPerPixelMultiMap_emissive RESOURCE_0 = txEmissive RESOURCE_TEXTURE_0 = pit_lvl2_1z_map.dds [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION = Window lights MATERIALS=ROADA306, ROADA307 KEY_...=ksEmissive VALUE_0=255,255,255,0.005 VALUE_0_OFF=0, 0, 0 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TV DISPLAYS [MATERIAL_ADJUSTMENT_...] ACTIVE = 1 DESCRIPTION = Emmisive Screen MATERIALS= VIDEOAMS KEY_...= ksEmissive VALUE_0= 255,255,255,0.03 VALUE_0_OFF=255,255,255,0.02 CONDITION=NIGHT_SMOOTH [DEFAULTS] ScreenMaterial = ROADA0 ScreenMeshes = video? CAMERA_TARGET = FOCUSED_CAR [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 = 512, 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 = 0.2 ; 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 = 57.5176, 11.369, 73.4844 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 = 15 ;------------------------------------------------------------- ; Camera #1 CAMERA_1 = -605.0135, 11.346, 96.8568 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 = 30 ;------------------------------------------------------------- ; Camera #2 CAMERA_2 = -417.4618, 12.4562, -213.5609 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 = 30 ;------------------------------------------------------------- ; Camera #3 CAMERA_3 = 253.0917, 8.8552, -90.7503 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 = 30 ;------------------------------------------------------------- ; Camera #4 CAMERA_4 = 266.2947, 10.6871, 308.3981 CAMERA_4_TARGET = $CAMERA_TARGET ; instead of fixed point, uses closes car CAMERA_4_TARGET_INERTIA = 0.0 ; camera inertia for smoother movement CAMERA_4_FOV = 30 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; water [Material_Water] Materials = river Type = LAKE ;fix jagged power cables - add appropriate cablefix.dds as per instructions below ;IMPORTANT: ***remove any DYNAMIC_CABLES entries elsewhere in the config*** [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION= fixing fat and jagged power cables MATERIALS= ROADA641 ;cable material name from object inspector BLEND_MODE = ALPHA_BLEND IS_TRANSPARENT = 1 CAST_SHADOWS= 1 RESOURCE_0= txDiffuse RESOURCE_FILE_0= cablefix_dbl_2.dds ;put standard cablefix.dds in extension folder, or create new cablefix.dds from the cable dds if it is not plain/square, and make translucent by colouring alpha channel approx 50% grey PROP_... = ksAlphaRef, 0.5 PROP_... = extExtraSharpLocalReflections, 0.0 ;Add transparency, useful for fence meshes etc [SHADER_REPLACEMENT_...] MESHES = ?fence? IS_TRANSPARENT=1 BLEND_MODE=ALPHA_BLEND PROP_... = ksAlphaRef, 0.3