[INCLUDE: dynamic dispalys.ini] ACTIVE = 1 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DIGITAL FLAGS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CONDITION_0] NAME=FLAG_YELLOW INPUT=FLAG_TYPE LUT=(|1=0,0,0|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=15 FLASHING_SMOOTHNESS=0 FLASHING_SYNCED=1 [CONDITION_1] NAME=FLAG_BLUE INPUT=FLAG_TYPE LUT=(|1=0,0,0|2=0|3=0|4=0|5=0|6=0|7=0|8=0|9=0|10=0|11=0|12=0,0,1|13=0|14=0|) FLASHING_FREQUENCY=10 FLASHING_SMOOTHNESS=0 FLASHING_SYNCED=1 [CONDITION_2] NAME=FLAG_GREEN INPUT=FLAG_TYPE LUT=(|0,0,0|1=0,1,0|2=0|3=0|4=0|5=0|6=0|7=0|8=0|9=0|10=0|11=0|12=0|13=0|14=0|) FLASHING_FREQUENCY=0 FLASHING_SMOOTHNESS=0 FLASHING_SYNCED=1 [MATERIAL_ADJUSTMENT_...] DESCRIPTION = yellow flag ACTIVE=1 VISIBILITY_LEVEL=0 MATERIALS=DIGIFLAGS KEY_0=ksEmissive VALUE_0=230,185,20, 1.1 VALUE_OFF_0 = ORIGINAL CONDITION= FLAG_YELLOW [MATERIAL_ADJUSTMENT_...] DESCRIPTION = blue flag ACTIVE=1 VISIBILITY_LEVEL=0 MATERIALS=DIGIFLAGS KEY_0=ksEmissive VALUE_0=15,15,200, 1.1 VALUE_OFF_0 = ORIGINAL CONDITION= FLAG_BLUE [MATERIAL_ADJUSTMENT_...] DESCRIPTION = green flag ACTIVE=1 VISIBILITY_LEVEL=0 MATERIALS=DIGIFLAGS KEY_0=ksEmissive VALUE_0=30,230,10, 1.1 VALUE_OFF_0 = ORIGINAL CONDITION= FLAG_GREEN [LIGHT_SERIES_...] ACTIVE=1 CONDITION = RACING_FLAG_00 MATERIALS= DIGIFLAGS DIRECTION=NORMAL ; SPOT=120 ; 120 (angle) 0 for line light SPOT_SHARPNESS = 0.1 ; 0.3 RANGE=2 ; 30 RANGE_GRADIENT_OFFSET=0.2 ; <0.2 (adjust brightness) FADE_AT=100 ; 500 FADE_SMOOTH=50 ; 50 CLUSTER_THRESHOLD=16 ; DIFFUSE_CONCENTRATION=0.5 ; 0-1 (adjust) [GRASS_FX] GRASS_MATERIALS = grass, ao-ext-1 GRASS_MESHES = OCCLUDING_MATERIALS = asphalt HEIGHT_MULT=0.35 EDGE_MULT=1.0 COLOR_FACTOR=1 MASK_MAIN_THRESHOLD = 1 MASK_RED_THRESHOLD = 0.1 MASK_MIN_LUMINANCE = -200 MASK_MAX_LUMINANCE = 200 SHAPE_SIZE = 0.9 SHAPE_CUT = 1, 0.5 SHAPE_TIDY = 1, 0.5 [MODEL_REPLACEMENT_...] FILE= barcelona_remastered.kn5 HIDE= [DEFAULTS] TRACK_FILE = barcelona_remastered.kn5 VideoScreenMaterial = tv display VideoScreenMeshes = barcelona-tower_LODA.001 CAMERA_TARGET = CLOSEST_CAR ;;;DIGITAL SCREENS [DISPLAY_...] ; General settings: MESHES = barcelona-tower_LODA.001, ; 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 = 0 ; 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 = 0.55 ; 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 = -150.887 ,-24.0113 ,559.714 CAMERA_0_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_0_FOV = 5 CAMERA_1 = -417.418 ,-14.0878 ,586.657 CAMERA_1_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_1_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_1_FOV = 6 CAMERA_2 = -468.567 ,-8.59269 ,297.265 CAMERA_2_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_2_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_2_FOV = 6 CAMERA_3 = -227.316 ,-3.6559 ,63.6365 CAMERA_3_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_3_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_3_FOV = 6 CAMERA_4 = -176.367 ,-3.01923 ,184.898 CAMERA_4_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_4_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_4_FOV = 3 CAMERA_5 = -176.188 ,-16.3233 ,416.797 CAMERA_5_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_5_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_5_FOV = 10 CAMERA_6 = -28.9643 ,-15.805 ,125.242 CAMERA_6_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_6_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_6_FOV = 6 CAMERA_7 = -179.043 ,-0.478427 ,-117.881 CAMERA_7_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_7_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_7_FOV = 5 CAMERA_8 = 429.73 ,-3.40407 ,-431.163 CAMERA_8_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_8_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_8_FOV = 4 CAMERA_9 = 116.276 ,2.17671 ,-376.784 CAMERA_9_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_9_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_9_FOV = 7 CAMERA_10 = 352.265 ,-3.69288 ,-604.856 CAMERA_10_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_10_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_10_FOV = 5 CAMERA_11 = 524.089 ,-13.2831 ,-356.661 CAMERA_11_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_11_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_11_FOV = 6 CAMERA_11 = 122.284 ,-18.8414 ,169.712 CAMERA_11_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car CAMERA_11_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_11_FOV = 8 [MATERIAL_ADJUSTMENT_...] DESCRIPTION = scoreboardisplay at night MATERIALS = tv display, tower sponsor, lapdisplay2, timedisplay KEY_0 = ksEmissive VALUE_0 = 255,255,255,.01 VALUE_0_OFF = 255,255,255,.01 CONDITION=NIGHT_SMOOTH [RAIN_FX] PUDDLES_MATERIALS = asph, asph-dark, asph-red, concrete_box, asph-green, curb, curb c, curb b, t10 PUDDLES_MESHES = SOAKING_MATERIALS = tent SMOOTH_MATERIALS = marshallA-AB, Vehicles, structures-alpha, glass-name ROUGH_MATERIALS = sand-main, grass, sat, background, sandbrd, grass-brd, grass-brd-ext, road-concrete-ext, ao-ext-1 ROUGH_MESHES = LINES_MATERIALS = whiteline, whiteline4