; config was prepared automatically. source: ; https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/imola.ini [ABOUT] AUTHOR=leBluem, PeterBoese, atrip3 VERSION=1.9.5 DATE_RELEASE=2021 feb 26 LIGHTS_COUNT=350/400/600 (on s/f: 90/100/170) NOTES=better bounced light settings [INCLUDE] INCLUDE = common/conditions.ini, common/materials_base.ini, common/materials_track.ini, common/custom_emissive.ini [MODEL_REPLACEMENT_0] FILE=imola.kn5 INSERT=imola__lights.kn5 INSERT_AFTER=nmb [LIGHTING] LIT_MULT=1.0 SPECULAR_MULT=1.0 CAR_LIGHTS_LIT_MULT=1.0 [BOUNCED_LIGHT] SUPPORTED=1 SURFACE_MATERIALS =Asph-old SURFACE_MESHES=?ROAD?,?TARMAC?,?PITS? OBJECT_MATERIALS=adv,walls,fences,metals,Vehicles OCCLUDING_MATERIALS=buildings,Gazebo?,Gstand_AT [WIND] DYNAMIC_FLAGS=AUTO [SOL] ;HORIZON_OFFSET=3.5 ; SMOG_MORNING=0.25 ; SMOG_NOON=0.40 ; SMOG_EVENING=0.55 SUN_DAWN=1 SUN_DUSK=0 ; EXPOSURE_FIX=1 [SHADER_REPLACEMENT_0] MESHES=gr?KSLAYER5 LOD_IN=0 LOD_OUT=150 [GRASS_FX] GRASS_MATERIALS = Grass, top1, top2 OCCLUDING_MESHES_ALPHA = 24ROAD004, 25ROAD004, 14ROAD, 11ROAD, 12ROAD005, 13ROAD002, Object129, 10ROAD005, 07ROAD008, Loft?, 21ROAD003, 18ROAD003 ;;; not those --- 20OUT, 10ROAD008, 10ROAD007 OCCLUDING_MATERIALS = kerb_NM ; to keep original grass remove the commenting ; in next line, : ; ORIGINAL_GRASS_MATERIALS= HEIGHT_MULT=0.35 EDGE_MULT=1.0 COLOR_FACTOR=1.1 [GRASS_FX_AREA_...] CENTER=363, -2170 SIZE=2000 CORNER_RADIUS=1000 MODE=ADD HEIGHT_MULT=0.3, 0.8 TYPE_OFFSET=0.5 EDGE_MULT=1 TRIM_PERIOD=THURSDAY ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CONDITION_0] NAME=HAZARDS1 INPUT=ONE FLASHING_FREQUENCY=3.5 FLASHING_SMOOTHNESS=0.2 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0 FLASHING_SYNCED=0 FLASHING_LUT=(|0=0|0.3=1|0.7=0|1.0=0|) [CONDITION_1] NAME=MYRACING_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=0,0,1.5|13=0,0,0|14=1,1,1|) FLASHING_FREQUENCY=0.2 FLASHING_SMOOTHNESS=0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; season stuff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CONDITION_2] NAME=SEASON_SUMMER INPUT=YEAR_PROGRESS LUT=(|-1=1|0=1|1=1|) LAG=0 [CONDITION_3] NAME=SEASON_WINTER INPUT=YEAR_PROGRESS LUT=(|-1=0|0=0.85|0.07=1|0.175=0|0.85=0|0.9=0.5|1=0.85|) LAG=0 [CONDITION_4] NAME=SEASON_AUTUMN INPUT=YEAR_PROGRESS LUT=(|-1=0|0=1|0.2=0|0.45=0|0.6=0.2|0.65=0|0.7=1|0.85=1|1=0|) LAG=0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; summer, basicaly all seasons affected too ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_0] ACTIVE=1 DESCRIPTION=3dgrass MATERIALS=bbGrass KEY_0=seasonSummer VALUE_0=0.45 KEY_1=ksAmbient VALUE_1=0.15 KEY_2=ksDiffuse VALUE_2=0.2 CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_1] ACTIVE=1 DESCRIPTION=grass ground MATERIALS=Grass, seatext, top1, top1_MAP, top2, Sand? ;, top1_MAP_B KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=0.325 KEY_2=ksDiffuse VALUE_2=0.225 CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_3] ACTIVE=1 DESCRIPTION=vegetation MATERIALS=trees_new2, it_pines, Bark KEY_0=ksAmbient VALUE_0=0.35 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; autumn ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_4] ACTIVE=1 DESCRIPTION=autumn 3d grass MATERIALS=bbGrass KEY_0=seasonAutumn VALUE_0=0.1 CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_5] ACTIVE=1 DESCRIPTION=autumn vegetation MATERIALS=trees_new2, branch5, it_pines, Bark KEY_0=seasonAutumn VALUE_0=0.65 OFF_VALUE_0=ORIGINAL CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_6] ACTIVE=0 DESCRIPTION=autumn ground MATERIALS=Grass, seatext, top1, top1_MAP, top1_MAP_B, top2, Sand? KEY_0=seasonAutumn VALUE_0=0.5 OFF_VALUE_0=ORIGINAL CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_8] ACTIVE=1 DESCRIPTION=autumn asphalt + slightly specular by using winter-key MATERIALS=fences, Asph-old, asph-pitlane, curb2, Curb-Shader, marshalls, adv, metals, Gstand, Gstand_AT, houses_add, bridges, buildings, buildings-ablend, buildings-AT, sponsors, spons-tower, tyres_add?, Vehicles, walls? KEY_0=seasonWinter VALUE_0=0.4 OFF_VALUE_0=0 CONDITION=SEASON_AUTUMN ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; winter ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_9] ACTIVE=1 DESCRIPTION=grass winter non specular MATERIALS=bbGrass KEY_0=seasonWinter VALUE_0=0.8 OFF_VALUE_0=ORIGINAL KEY_1=boh VALUE_1=0.9 OFF_VALUE_1=ORIGINAL CONDITION=SEASON_WINTER [MATERIAL_ADJUSTMENT_10] ACTIVE=1 DESCRIPTION=vegetation winter non specular MATERIALS=trees_new2_AT, IVY, trees_new2, it_pines, Bark, branch5, Grass, seatext, top1, top1_MAP, top1_MAP_B, top2, Sand? KEY_0=seasonWinter VALUE_0=0.8 OFF_VALUE_0=ORIGINAL CONDITION=SEASON_WINTER [MATERIAL_ADJUSTMENT_11] ACTIVE=1 DESCRIPTION=asphalt + more winter specular MATERIALS=Mobile_Shops, Gazebo_Tent, fences, Asph-old, asph-pitlane, curb2, Curb-Shader, marshalls, adv, metals, Gstand, Gstand_AT, houses_add, bridges, buildings, buildings-ablend, buildings-AT, sponsors, spons-tower, tyres_add?, Vehicles, walls? KEY_0=seasonWinter VALUE_0=0.8 KEY_1=fresnelEXP VALUE_1=20 KEY_2=fresnelMaxLevel VALUE_2=0.3 KEY_3=ksSpecularEXP VALUE_3=30 KEY_4=ksSpecular VALUE_4=0.15 CONDITION=SEASON_WINTER [MATERIAL_ADJUSTMENT_12] ACTIVE=1 DESCRIPTION=various asphalt pieces MESHES=10ROAD008, 10ROAD007, 24ROAD004, 25ROAD004, 14ROAD, 11ROAD, 12ROAD005, 13ROAD002, Object129, 10ROAD005, 07ROAD008, Loft?, 21ROAD003, 20OUT, 18ROAD003 KEY_0=seasonWinter VALUE_0=0.8 KEY_1=fresnelEXP VALUE_1=20 KEY_2=fresnelMaxLevel VALUE_2=0.3 KEY_3=ksSpecularEXP VALUE_3=30 KEY_4=ksSpecular VALUE_4=0.15 CONDITION=SEASON_WINTER ;;; tiling ;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_13] ACTIVE=1 DESCRIPTION=D/N BETTER grass & sand tiling MATERIALS=Grass KEY_0=ksAlphaRef VALUE_0=-193 VALUE_0_OFF=-193 CONDITION=ALWAYS_ON ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_14] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=racing signals GLOW MESHES=aaa_racegreen KEY_0=ksEmissive VALUE_0=255,255,255,0.1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=MYRACING_FLAG [LIGHT_SERIES_0] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=racing signals spots MESHES=aaa_racegreen OFFSET=0,0,0 DIRECTION=NORMAL DIRECTION_OFFSET=0,-0.75,0 SPOT=180 SPOT_SHARPNESS=0.25 RANGE=8 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=1000 FADE_SMOOTH=66 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=1 COLOR=255,255,255,0.025 COLOR_OFF=0 CONDITION=MYRACING_FLAG [MATERIAL_ADJUSTMENT_15] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=curbs + start markers reflective at night MATERIALS=curb2, kerb_NM, marks KEY_0=ksAmbient VALUE_0=0.2 VALUE_0_OFF=0.2 KEY_1=ksDiffuse VALUE_1=0.666 VALUE_1_OFF=0.3666 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_16] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=race control top warning lights MESHES=aaa_racecontroltop KEY_0=ksEmissive VALUE_0=255,1,1,3 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0 CONDITION=HAZARDS1 [MATERIAL_ADJUSTMENT_17] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all tracklights glow MESHES=aaa_lightstrack? KEY_0=ksEmissive VALUE_0=255, 183, 76,0.51 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_1] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all tracklights MESHES=aaa_lightstrack? OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=150 SPOT_SHARPNESS=0.25 RANGE=45 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=1000 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.4 SINGLE_FREQUENCY=0.3666 COLOR=255, 183, 76, 0.03 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;; [MATERIAL_ADJUSTMENT_18] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=parking lot floodlights glow MESHES=aaa_lightsflood KEY_0=ksEmissive VALUE_0=255, 209, 178,1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_2] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=parking lot floodlights MESHES=aaa_lightsflood OFFSET=0,0,0 DIRECTION=NORMAL SPOT=100 SPOT_SHARPNESS=0.75 RANGE=70 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=10 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 SINGLE_FREQUENCY=0.5 COLOR=255, 209, 178,0.02 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_19] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits neon glow MESHES=aaa_pitsneon KEY_0=ksEmissive VALUE_0=255, 225, 205,1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_3] ACTIVE=0 VISIBILITY_LEVEL=0 DESCRIPTION=pits neon MESHES=aaa_pitsneon OFFSET=0,0.2,0 DIRECTION=NORMAL SPOT=150 SPOT_SHARPNESS=0.75 RANGE=15 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=10 DIFFUSE_CONCENTRATION=0.5 COLOR=255, 209, 178, 0.02 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_...] COLOR_FROM=1, 0.819608, 0.698039, 5.9 COLOR_TO=1, 0.819608, 0.698039, 10 DIFFUSE_CONCENTRATION=0.500 FADE_AT=800.0 FADE_SMOOTH=50.0 LINE_FROM=162.902, -82.1632, -410.351 LINE_TO=395.405, -82.2816, -416.624 RANGE=17.90 RANGE_GRADIENT_OFFSET=0.000 SINGLE_FREQUENCY=0.000 SPECULAR_MULT=1.00 SPOT=0.00 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_20] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=pits yellow MESHES=aaa_pitsyellow KEY_0=ksEmissive VALUE_0=255,255,10,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_4] ACTIVE=0 VISIBILITY_LEVEL=1 DESCRIPTION=pits yellow MESHES=aaa_pitsyellow OFFSET=0,0,0 DIRECTION=NORMAL DIRECTION_OFFSET=0,-0.5,0 SPOT=90 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=1000 FADE_SMOOTH=50 CLUSTER_THRESHOLD=5 DIFFUSE_CONCENTRATION=0.8 COLOR=255, 205, 20, 0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_21] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits numbers MATERIALS=numbers KEY_0=ksEmissive VALUE_0=255, 225, 105,0.01 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_5] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=pits huts on top MESHES=Object109 OFFSET=0,-3,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=5 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=10 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=10 COLOR=255, 209, 178, 0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_6] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=entrance building on s/f MESHES=Box446 OFFSET=0,0,2 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=900 FADE_SMOOTH=30 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.2 COLOR=224, 255, 210,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_7] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=bridge s/f with start lights MESHES=Box057 OFFSET=0,-0.5,1 DIRECTION=0,-1,0 SPOT=140 SPOT_SHARPNESS=0.8 RANGE=4 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=1000 FADE_SMOOTH=50 CLUSTER_THRESHOLD=4 DIFFUSE_CONCENTRATION=0.1 COLOR=228,228,205,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_8] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=race control inside down MESHES=Box056 OFFSET=0,-3,6 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.75 RANGE=10 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=15 DIFFUSE_CONCENTRATION=1 COLOR=255, 209, 178, 0.025 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_22] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=race control neon glow MESHES=aaa_racecontrolneon KEY_0=ksEmissive VALUE_0=255, 225, 205,0.1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_9] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=race control inside down MESHES=aaa_racecontrolneon OFFSET=0,3,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.75 RANGE=10 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=10 DIFFUSE_CONCENTRATION=0.9 COLOR=255, 209, 178, 0.025 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;; [LIGHT_SERIES_10] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=race control inside up MESHES=Box056 OFFSET=0,-6,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.7 RANGE=15 RANGE_GRADIENT_OFFSET=0.9 FADE_AT=900 FADE_SMOOTH=30 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.9 COLOR=255, 209, 178, 0.025 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_23] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=race control stairs glow MESHES=aaa_racecontrolstairsall KEY_0=ksEmissive VALUE_0=255, 225, 205,0.1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_0] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=race control stairs LINE_FROM=-30.263, -62.406, -449.704 LINE_TO=-30.223, -81.769, -449.707 DIRECTION=0,-1,0 SPOT_SHARPNESS=0.75 RANGE=5 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 DIFFUSE_CONCENTRATION=0.8 COLOR=255, 209, 178, 0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_24] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=race control ferrari glow MESHES=aaa_racecontrolferrari KEY_0=ksEmissive VALUE_0=255,255,1,2.5 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_11] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=race control ferrari MESHES=aaa_racecontrolferrari OFFSET=0,0,0 DIRECTION=NORMAL SPOT=147 SPOT_SHARPNESS=0.75 RANGE_GRADIENT_OFFSET=0.3 RANGE=3.3 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=5 DIFFUSE_CONCENTRATION=0.85 COLOR=255,255,1,0.1 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;; [LIGHT_SERIES_12] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all grand stands from below MESHES=Object128, Object411, Object131, Box363, Box364, Box627, Object301 OFFSET=0,-4,0 DIRECTION=0,0.5,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=7 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=15 DIFFUSE_CONCENTRATION=0.7 COLOR=234,121,36,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_13] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=grand stand s/f MESHES=Object288 OFFSET=0,0,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.25 RANGE=8 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 COLOR=234,121,36,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_14] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=grand tent roof s/f MESHES=Object131 OFFSET=0,4,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.25 RANGE=5 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=14 DIFFUSE_CONCENTRATION=0.7 COLOR=234,121,36,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_25] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=podium glow MESHES=aaa_podium KEY_0=ksEmissive VALUE_0=222,185,186,0.1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_15] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=podium MESHES=aaa_podium OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.75 RANGE=18 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=5 DIFFUSE_CONCENTRATION=0.8 COLOR=222,185,186, 0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_26] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ristorante glow MESHES=aaa_restaurant KEY_0=ksEmissive VALUE_0=255,255,255,0.05 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_16] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ristorante MESHES=aaa_restaurant OFFSET=0,-1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.05 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=10 DIFFUSE_CONCENTRATION=0.8 COLOR=255,47,0,0.025 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_17] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=restaurant back MESHES=aaa_restaurantback OFFSET=0,-1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.05 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=10 DIFFUSE_CONCENTRATION=0.8 COLOR=255,255,255,0.025 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_27] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=ristorante back glow MESHES=aaa_restaurantback KEY_0=ksEmissive VALUE_0=255,47,0,0.05 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_28] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=churchspot MESHES=aaa_churchspot KEY_0=ksEmissive VALUE_0=255, 225, 205,1 VALUE_0_OFF=0, 0, 0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_18] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=churchspot MESHES=aaa_churchspot OFFSET=0,0,0 DIRECTION=NORMAL SPOT=120 SPOT_SHARPNESS=0.666 RANGE=33.66 RANGE_GRADIENT_OFFSET=0.666 FADE_AT=666 FADE_SMOOTH=42 CLUSTER_THRESHOLD=42 DIFFUSE_CONCENTRATION=0.42 COLOR=255, 255, 255, 0.042 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_19] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all marshall stands MESHES=marshall_HI_B_? OFFSET=-1,1,1 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.35 RANGE=5 RANGE_GRADIENT_OFFSET=0.15 FADE_AT=500 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.9 COLOR=225,255,220,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_20] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=all ambulances MESHES=ambulance0? OFFSET=2,1.5,1 DIRECTION=1,-1,1 DIRECTION_OFFSET=0,-0.5,0 SPOT=120 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.45 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.66 COLOR=212, 235, 255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_21] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=all cranes MESHES=Gru_HI? OFFSET=-1,-4,1 DIRECTION=0,1,0 SPOT=120 SPOT_SHARPNESS=0.8 RANGE=13 RANGE_GRADIENT_OFFSET=0.45 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 COLOR=225,255,220,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_22] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=all tv vans MESHES=Tv_Stuff_HI? OFFSET=-1,0.5,2 DIRECTION=-1,-1,0 DIRECTION_OFFSET=0,-0.5,0 SPOT=120 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.45 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.8 COLOR=100, 149, 237,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_23] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=tents/people MESHES=Object76102, Object584, Object596, Object76095 OFFSET=0,2,0 DIRECTION=0,-1,0 SPOT=160 SPOT_SHARPNESS=0.25 RANGE=15 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 COLOR=255, 69, 0,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_24] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=tents/people more MESHES=Object76101, Object581, Object597 OFFSET=0,1.95,0 DIRECTION=0,-0.7,0 SPOT=160 SPOT_SHARPNESS=0.25 RANGE=15 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=10 DIFFUSE_CONCENTRATION=1 COLOR=175, 238, 238,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_25] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=tents/people more MESHES=Object76100, Gazebos_LOW? OFFSET=0,1.25,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.25 RANGE=10 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 COLOR=255,225,155,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_26] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=people, a LOT more people MESHES=ppl-stnd? OFFSET=3,2,3 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=5 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.35 COLOR=255,225,155,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_27] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=bridge underneath before T1 MESHES=Object76404 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=15 DIFFUSE_CONCENTRATION=1 COLOR=255, 209, 178, 0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_1] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=bridge underneath later LINE_FROM=-842.209, -81.547, 327.925 LINE_TO=-817.47, -81.043, 348.913 DIRECTION=0,-1,0 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 DIFFUSE_CONCENTRATION=0.9 COLOR=255, 209, 178, 0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_28] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=houses MESHES=houses OFFSET=-7,2,7 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=20 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=1000 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 COLOR=255,183,76,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_29] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=hill by restaurant MESHES=Box058 OFFSET=-70,10,-10 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=40 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.9 COLOR=255,221,136,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_30] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ac bridge 1 MESHES=Line489 OFFSET=0,-5,0 DIRECTION=0.5,1,0 SPOT=180 SPOT_SHARPNESS=0.75 RANGE=12 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=30 CLUSTER_THRESHOLD=25 DIFFUSE_CONCENTRATION=0.2 COLOR=228,228,205,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_31] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ac bridge 2 MESHES=Line491 OFFSET=0,-4,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.75 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=30 CLUSTER_THRESHOLD=4 DIFFUSE_CONCENTRATION=0.5 COLOR=228,228,205,0.05 CONDITION=NIGHT_SMOOTH [SHADER_REPLACEMENT_...] MESHES=material:branch? SHADER=ksTree PROP_...=ksAmbient,0.2 PROP_...=ksDiffuse,0.04 PROP_...=ksSpecular,0 PROP_...=ksAlphaRef,0.2 BLEND_MODE = ALPHA_TEST [SHADER_REPLACEMENT_...] MATERIALS=adv PROP_...=ksAmbient,0.3 PROP_...=ksDiffuse,0.2 [SHADER_REPLACEMENT_...] MATERIALS=buildings-ablend EXTRA_MASK_PASS = 1 EXTRA_MASK_PASS_COLOR = 0, 40, 20 EXTRA_MASK_PASS_OPACITY = 0.5 SEMITRANSPARENT_SHADOWS = 1 [SHADER_REPLACEMENT_...] MESHES=Object129 PROP_...=ksAmbient,0.2 PROP_...=ksDiffuse,0.2 [SHADER_REPLACEMENT_...] MESHES=kerb_NM,Loft046 PROP_...=ksDiffuse,0.15 PROP_...=ksAmbient,0.2 [SHADER_REPLACEMENT_...] MATERIALS=walls PROP_...=ksDiffuse,0.2 ; [SHADER_REPLACEMENT_...] ; MATERIALS=buildings ; PROP_...=ksSpecular,0.2 ; PROP_...=ksAmbient,ORIGINAL ; PROP_...=ksDiffuse,ORIGINAL ; DOUBLE_FACE_SHADOW_BIASED=1 [SHADER_REPLACEMENT_...] MATERIALS=objects1 PROP_...=ksDiffuse,0.2 [SHADER_REPLACEMENT_...] MATERIALS=branch5 SHADER = ksTree_ppshadows PROP_...=ksAmbient,0.5 PROP_...=ksDiffuse,0.3 [SHADER_REPLACEMENT_...] MATERIALS=it_pines PROP_...=ksDiffuse,0.125 [LIGHT_POLLUTION] RELATIVE_POSITION=0.2, -0.07, -0.3 DENSITY=0.35 RADIUS_KM=0.5 COLOR=0.95,0.9,0.8 CONDITION=NIGHT_SMOOTH ;imola RainFX by shin956 [RAIN_FX] PUDDLES_MATERIALS = Asph-old, asph-pitlane, top1_MAP, top1_MAP_B, Curb-Shader, kerb_NM PUDDLES_MESHES = 10ROAD008, 10ROAD007, 10ROAD005, 12ROAD005, 13ROAD002, 14ROAD, Loft046, 18ROAD003, 20OUT SOAKING_MATERIALS = Asph-old, asph-pitlane, Gazebo_Tent, objects1 SMOOTH_MATERIALS = metals, tractor, TV_Stuff, MB_Sprinter_2014, objects1, Gazebo_Tent, Vehicles ROUGH_MATERIALS = Sand? ROUGH_MESHES = LINES_MATERIALS = marks ;pit building STREAM_EDGE_... = 51.31, -80.83, -428.66,144.02, -81.46, -410.93 STREAM_EDGE_... = 159.61, -81.67, -409.67,398.63, -81.68, -415.96 ;audience seat STREAM_EDGE_... = 127.63, -74.22, -363.83,217.03, -74.3, -345.88 ;bridge STREAM_EDGE_... = 717.68, -66.23, -296.97,699.54, -66.2, -318.4 ;;; [CustomEmissive] ACTIVE = 1 DESCRIPTION = ambulance lights blinking MATERIALS = MB_Sprinter_2014 Resolution = 1024,1024 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 0, Start = "763.4, 94.9", Size = "101.6, 43.8" @ = CustomEmissive_Rect, Channel = 1, Start = "914.2, 94.9", Size = "105.2, 45" @ = CustomEmissive_Rect, Channel = 2, Start = "496, 235.4", Size = "18.5, 19.9", CornerRadius = "0.5,0.5" @ = CustomEmissive_Rect, Channel = 3, Start = "715.1, 236.1", Size = "17.1, 16.8", CornerRadius = "0.5,0.5" [MATERIAL_ADJUSTMENT_...] DESCRIPTION = ambulance lights blinking MATERIALS = MB_Sprinter_2014 KEY_... = ksEmissive VALUE_... = 255,255,255, 0.3 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = AMBULANCE_BLUE [MATERIAL_ADJUSTMENT_...] DESCRIPTION = ambulance lights blinking MATERIALS = MB_Sprinter_2014 KEY_... = ksEmissive1 VALUE_... = 255,255,255, 0.2 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = AMBULANCE_RED [MATERIAL_ADJUSTMENT_...] DESCRIPTION = ambulance front lights MATERIALS = MB_Sprinter_2014 KEY_... = ksEmissive2 VALUE_... = 255,255,255, 0.3 KEY_... = ksEmissive3 VALUE_... = 255,255,255, 0.3 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_20] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=all ambulances MATERIALS = MB_Sprinter_2014 ; CHANNEL = 2, 3 ; MESHES=ambulance0? OFFSET=-1,0.5,-3 ; DIRECTION=1,-1,1 DIRECTION=NORMAL DIRECTION_ALTER=-0.5,0,-1 ; DIRECTION_OFFSET=0,-0.5,0 SPOT=120 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.45 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.66 COLOR=212, 235, 255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ; ambulance lights glowy blinky [CONDITION_...] NAME=AMBULANCE_BLUE INPUT=ONE DELAY=0 FLASHING_FREQUENCY=5 FLASHING_SMOOTHNESS=0.3 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=1 LUT=(|0=0,0,1|0.5=0,0,1|0.51=1,0,0|0.999=1,0,0|1=0,0,1) ; ambulance lights glowy blinky [CONDITION_...] NAME=AMBULANCE_RED INPUT=ONE DELAY=0 FLASHING_FREQUENCY=-5 FLASHING_SMOOTHNESS=0.3 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=1 LUT=(|0=1,0,0|0.5=1,0,0|0.51=1,0,0|0.999=1,0,0|1=1,0,0) ;;; [DISPLAY_...] MESHES=Tv_Stuff_HI1 REGION_START = 10, 160 ; display position on texture, in pixels REGION_SIZE = 255, 140 ; 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 = 0 ; change to 1 to flip output on X axis (mainly for strange UV mapping) FLIP_Y = 0 ; 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 = 0.55 ; 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 = 0.0 ; increase to darken corners OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration MODE = CAMERA CAMERA_0 = 885.7993, -79.3099, -511.392 CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_0_FOV = 25 [DISPLAY_...] MESHES=Tv_Stuff_HI2 REGION_START = 10, 160 ; display position on texture, in pixels REGION_SIZE = 255, 140 ; 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 = 0 ; change to 1 to flip output on X axis (mainly for strange UV mapping) FLIP_Y = 0 ; 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 = 0.55 ; 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 = 0.0 ; increase to darken corners OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration MODE = CAMERA CAMERA_0 = 159.1092, -79.1385, -409.9262 CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_0_FOV = 25 [DISPLAY_...] MESHES=Tv_Stuff_HI3 REGION_START = 10, 160 ; display position on texture, in pixels REGION_SIZE = 255, 140 ; 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 = 0 ; change to 1 to flip output on X axis (mainly for strange UV mapping) FLIP_Y = 0 ; 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 = 0.55 ; 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 = 0.0 ; increase to darken corners OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration MODE = CAMERA CAMERA_0 = -980.1035, -66.6849, 495.897 CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_0_FOV = 25 [DISPLAY_...] MESHES=Tv_Stuff_HI5 REGION_START = 10, 160 ; display position on texture, in pixels REGION_SIZE = 255, 140 ; 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 = 0 ; change to 1 to flip output on X axis (mainly for strange UV mapping) FLIP_Y = 0 ; 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 = 0.55 ; 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 = 0.0 ; increase to darken corners OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration MODE = CAMERA CAMERA_0 = -307.1315, -66.218, -20.0196 CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_0_FOV = 25 [DISPLAY_...] MESHES=Tv_Stuff_HI8 REGION_START = 10, 160 ; display position on texture, in pixels REGION_SIZE = 255, 140 ; 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 = 0 ; change to 1 to flip output on X axis (mainly for strange UV mapping) FLIP_Y = 0 ; 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 = 0.55 ; 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 = 0.0 ; increase to darken corners OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration MODE = CAMERA CAMERA_0 =-695.1814, -59.238, 465.1378 CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_0_FOV = 25 ;;;