[INCLUDE] INCLUDE = common\conditions.ini, common\materials_track.ini [INCLUDE: flags.ini] ACTIVE = 1 [INCLUDE] INCLUDE = displays.ini [ANIMATED_...] NODE = ferris_wheel ANIMATION = ferris.ksanim DURATION = 60 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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=digiflag 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=digiflag 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=digiflag 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= digiflag 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?, lat_Cub, hillside, grass_hill, hillside_b GRASS_MESHES = OCCLUDING_MATERIALS = asphalt, curbs?, water OCCLUDING_MATERIALS_ALPHA = TEXTURE=grass_fx=highlands.dds HEIGHT_MULT=0.45 EDGE_MULT=1.0 COLOR_FACTOR=1 MASK_MAIN_THRESHOLD = 1 MASK_RED_THRESHOLD = 0 MASK_MIN_LUMINANCE = 0 MASK_MAX_LUMINANCE = 1.5 SHAPE_SIZE = 0.9 SHAPE_CUT = 1, 0.7 SHAPE_TIDY = 1, 0.5 [GRASS_FX_TEXTURE_GROUP_0] PIECE_0 = 1, 1 ; first piece stars with cell at (1, 1), that piece with a single yellow flower PIECE_0_CHANCE = 0 PIECE_1 = 2, 1 ; second piece, takes a single cell as well PIECE_1_CHANCE = 0 PIECE_2 = 1, 2, 2, 1 ; third piece, with yellow and white flower, taking 21 slots PIECE_2_CHANCE = 0 PIECE_3 = 3, 1, 1, 2 ; piece taking 12 slots, the one with purple flowers PIECE_3_CHANCE = 0 PIECE_3_SIZE_MULT = 1.2, 2 ; default size multiplier is based on size in cells, overriding PIECE_3_WIND = 0.5 ; less affected by wind (default value is 1) [GRASS_FX_TEXTURE_GROUP_1] PIECE_0 = 1, 1 ; first piece stars with cell at (1, 1), that piece with a single yellow flower PIECE_0_CHANCE = 0 ; PIECE_1 = 2, 1 ; second piece, takes a single cell as well PIECE_1_CHANCE = 0 ; would appear 10 times less often then first two pieces PIECE_2 = 3, 1.5, 1, 1 ; third piece, with yellow and white flower, taking 21 slots PIECE_2_CHANCE = 0 ; would appear 10 times less often then first two pieces PIECE_3 = 4, 1, 2, 2 ; piece taking 12 slots, the one with purple flowers PIECE_3_SIZE_MULT = 1, 1.1 ; default size multiplier is based on size in cells, overriding PIECE_3_WIND = 0.5 ; less affected by wind (default value is 1) PIECE_3_CHANCE = 1 ; would appear 100 times less often [GRASS_FX_TEXTURE_GROUP_2] PIECE_0 = 1, 1 ; first piece stars with cell at (1, 1), that piece with a single yellow flower PIECE_0_CHANCE = 0 ; PIECE_1 = 2, 1 ; second piece, takes a single cell as well PIECE_1_CHANCE = 0 ; would appear 10 times less often then first two pieces PIECE_2 = 8, 1 ; third piece, with yellow and white flower, taking 21 slots PIECE_2_CHANCE = 0.5 ; would appear 10 times less often then first two pieces PIECE_3 = 4, 1, 2, 2 ; piece taking 12 slots, the one with purple flowers PIECE_3_SIZE_MULT = 1, 1.1 ; default size multiplier is based on size in cells, overriding PIECE_3_WIND = 0.5 ; less affected by wind (default value is 1) PIECE_3_CHANCE = 0.4 ; would appear 100 times less often [GRASS_FX_TEXTURE_GROUP_3] PIECE_0 = 1, 1 ; first piece stars with cell at (1, 1), that piece with a single yellow flower PIECE_0_CHANCE = 0 ; PIECE_1 = 2, 1 ; second piece, takes a single cell as well PIECE_1_CHANCE = 0 ; would appear 10 times less often then first two pieces PIECE_2 = 8, 1 ; third piece, with yellow and white flower, taking 21 slots PIECE_2_CHANCE = 0.5 ; would appear 10 times less often then first two pieces PIECE_3 = 4, 1, 2, 2 ; piece taking 12 slots, the one with purple flowers PIECE_3_SIZE_MULT = 1, 1.1 ; default size multiplier is based on size in cells, overriding PIECE_3_WIND = 0.5 ; less affected by wind (default value is 1) PIECE_3_CHANCE = 0.4 ; would appear 100 times less often [GRASS_FX_CONFIGURATION_A] TRIM_PERIOD = 14 ; cut grass MASK_MAIN_THRESHOLD = 0.5 MASK_RED_THRESHOLD = 1 MASK_MIN_LUMINANCE = 0 MASK_MAX_LUMINANCE = 0.5 SHAPE_SIZE = 1.1 SHAPE_TIDY = 1.5 SHAPE_CUT = 0.8 SHAPE_WIDTH = 0.8 [GRASS_FX_CONFIGURATION_B] MASK_MAIN_THRESHOLD = 0.1 ; higher threshold means grass would spawn more rare, in patches TRIM_PERIOD = 275 SHAPE_SIZE = 5, 5 SHAPE_TIDY = 0 SHAPE_WIDTH = 0.8 TEXTURE_BASE_CHANCE = 0.1 ; chance of regular grass to spawn TEXTURE_GROUP_0_CHANCE = 0 ; chance of first group to spawn TEXTURE_GROUP_1_CHANCE = 1 ; chance of second group to spawn [GRASS_FX_CONFIGURATION_C] TRIM_PERIOD = 14 ; cut grass MASK_MAIN_THRESHOLD = 1.5 MASK_RED_THRESHOLD = 0.0 MASK_MIN_LUMINANCE = 0.00 MASK_MAX_LUMINANCE = 2.0 SHAPE_SIZE = 2.2 SHAPE_TIDY = 1.5 SHAPE_CUT = 0.8 SHAPE_WIDTH = 0.8 [GRASS_FX_CONFIGURATION_D] TRIM_PERIOD = 14 ; cut grass MASK_MAIN_THRESHOLD = 0.5 MASK_RED_THRESHOLD = 1 MASK_MIN_LUMINANCE = 0 MASK_MAX_LUMINANCE = 0.5 SHAPE_SIZE = 1.1 SHAPE_TIDY = 1.5 SHAPE_CUT = 0.8 SHAPE_WIDTH = 0.8 [GRASS_FX_ADJUSTMENT_...] MATERIALS = grass? MAP = A [GRASS_FX_ADJUSTMENT_...] MATERIALS = top2, grass_ext, hillside? MAP = B [GRASS_FX_ADJUSTMENT_...] MATERIALS = MAP = C [GRASS_FX_ADJUSTMENT_...] MATERIALS = MAP = D ;============================================================= [LIGHT_POLLUTION] ACTIVE=1 RELATIVE_POSITION=-1.2, 0.03, -1.2 DENSITY=0.5 RADIUS_KM=2.5 COLOR=0.9, 0.9, 0.9 [SHADER_REPLACEMENT_...] ACTIVE = 1 DESCRIPTION = test update some other texture MATERIALS = ground_decal PROP_... = ksAmbient, 0.55 PROP_... = ksDiffuse, 0.25 PROP_... = ksSpecular, 0.1 PROP_... = ksSpecularEXP, 30 [RAIN_FX] PUDDLES_MATERIALS =asph?, curb?, greenconc, out, redconc, boxwall, ground_decal, skids, rumble, grille PUDDLES_MESHES = SOAKING_MATERIALS = grass_int, lat_Cub, sand, sandbrd SOAKING_MESHES = [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = tracklights warm MATERIALS = MI_UNI_Lightsources_Outdoor_Warm, SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 60 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,55,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = tracklights warm emissive MATERIALS = MI_UNI_Lightsources_Outdoor_Warm KEY_0 = ksEmissive VALUE_0 = 205,155,55,0.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = lights_int MATERIALS = lightsources SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 10 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,105,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = lights_int MATERIALS = lightsources KEY_0 = ksEmissive VALUE_0 = 205,155,105,0.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = tribune eau lights MATERIALS = tribune_lights SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 20 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,135,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = tribune eau lights MATERIALS = tribune_lights KEY_0 = ksEmissive VALUE_0 = 205,155,135,1.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = lights pole MESHES = lights_pole? SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 30 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,135,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = lights pole MESHES = lights_pole? KEY_0 = ksEmissive VALUE_0 = 205,155,135,0.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = paddock reflector MESHES = SM_LOS_ReflectorA_SUB1 SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.8 RANGE = 30 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,135,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [LIGHT_...] COLOR_FROM=0.13176054,0.1535975,1.7537789,10 COLOR_TO=0,0.34312153,1,10 DIFFUSE_CONCENTRATION=0.880 FADE_AT=1100.0 FADE_SMOOTH=100.0 LINE_FROM=401.46097,37.93884,971.30145 LINE_TO=401.3239,34.34077,971.28625 RANGE=2.92 RANGE_GRADIENT_OFFSET=0.100 SHADOWS=1 SHADOWS_BOOST=0 SHADOWS_EXP_FACTOR=10 SHADOWS_EXTRA_BLUR=0 SHADOWS_HALF_RESOLUTION=0 SINGLE_FREQUENCY=0.000 SPECULAR_MULT=1.00 SPOT=0.00 VOLUMETRIC_LIGHT=0 CONDITION = NIGHT_SMOOTH [LIGHT_...] COLOR_FROM=0.7394526,0.2836611,0.73450947,20 COLOR_TO=0,0.34312725,2,10 DIFFUSE_CONCENTRATION=0.880 FADE_AT=1600.0 FADE_SMOOTH=100.0 LINE_FROM=396.09595,37.93884,975.0264 LINE_TO=396.1565,33.32341,975.5581 RANGE=2.92 RANGE_GRADIENT_OFFSET=0.100 SHADOWS=1 SHADOWS_BOOST=0 SHADOWS_EXP_FACTOR=10 SHADOWS_EXTRA_BLUR=0 SHADOWS_HALF_RESOLUTION=0 SINGLE_FREQUENCY=0.000 SPECULAR_MULT=1.00 SPOT=0.00 VOLUMETRIC_LIGHT=0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = generator a MESHES = floodlights? SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 50 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,175,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = generator a MESHES = floodlights? KEY_0 = ksEmissive VALUE_0 = 205,155,135,0.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = generator b MATERIALS = Generator_Lamp_emissive SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 50 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,175,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = generator b MATERIALS = Generator_Lamp_emissive KEY_0 = ksEmissive VALUE_0 = 205,155,135,0.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = paddock old lights MESHES = paddock_old_lights?, paddock_old_roof_lights SPECULAR_MULT = 0.05 DIRECTION = NORMAL SPOT = 120 SPOT_SHARPNESS = 0.74 RANGE = 20 RANGE_GRADIENT_OFFSET = 0.25 FADE_AT = 800 FADE_SMOOTH = 100 DIFFUSE_CONCENTRATION = 0.6 COLOR = 205,155,125,0.025 CLUSTER_THRESHOLD = 00 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = generator b MESHES = paddock_old_lights?, paddock_old_roof_lights KEY_0 = ksEmissive VALUE_0 = 205,155,135,0.5 VALUE_0_OFF = 255,255,255,.0 CONDITION = NIGHT_SMOOTH [Material_Water] Type = RIVER Materials = water UseRecommendedDetailTexture = 1 ;---------------------------------------------------------------------------------------------------------------