; configuration file for istanbul_park [ABOUT] AUTHOR = Carricudizilla VERSION = 1.1 DATE_RELEASE = 2020 Jan 10 LIGHTS_COUNT = NOTES = [INCLUDE] INCLUDE = common/conditions.ini, common/materials_track.ini, common/custom_emissive.ini [MODEL_REPLACEMENT_0] FILE=istanbul_park.kn5 INSERT=1.kn5 INSERT=brakemarkers.kn5 INSERT_AFTER=obj-railguard-a26 HIDE=material:sponsor_brake? [LIGHTING] LIT_MULT = 1.0 CAR_LIGHTS_LIT_MULT = 1.0 SPECULAR_MULT = 1.0 [BASIC] SUPPORTS_WIND = 1 [WIND] DYNAMIC_FLAGS = AUTO [DEFAULTS] Buildings__track= Fences__track= fence? Flags__track= Grass__track= ?grass?, outer_lanscape, Grass_occluding__track= 3D_Grass__track= 3DGrass?, 3Dgrass? Horizon__track= Light_powerpoles__track= People__track= CROWDS? Roads__track= ?tarmac? Roads_Side__track=SAND, GRAVEL, RMBL?, ?rumble?, ?_rug_?, ?_ground?, ?_runoff?, ?_sand?, ?_guide?, ?_pit_wall?, Trees__track= TREE?, trees?, Water__track = ?water?, Shadows__track= $Trees__track Shadows_remove__track= $Grass__track, $Roads__track, $Roads_Side__track PUDDLES__track = $Roads__track, $Roads_Side__track, SOAKING__track = $Roads__track, SMOOTH__track = grail, LOGOS, Vehicles, jersey, ADVERT?, TRUCK?, PICKUP? ROUGH__track = sand?, curb?, Bark, bushes?, RMBL?, $Roads_Side__track LINES__track = whiteline, ?white_line?, ?roadline_white?, yellowline, YELLOWSTRIP?, WHITESTRIP, ?_line?, decal?, ;RELIEF__track = '{ dynamic:no & !Bx? }' Lod_100__track = ?cone?, ?line?, $Flags__track, Lod_250__track = , Lod_500__track = $Bushes__track, $People__track, $Road_Side__track, Lod_750__track = , Lod_1000__track = , Lod_1500__track = $Trees__track, Lod_2500__track = $Building__track, $Horizon__track, ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; LOD [SHADER_REPLACEMENT_...] MESHES = $Lod_100__track MATERIALS = $Lod_100__track LOD_OUT = 100 [SHADER_REPLACEMENT_...] MESHES = $Lod_250__track MATERIALS = $Lod_250__track LOD_OUT = 250 [SHADER_REPLACEMENT_...] MESHES = $Lod_500__track MATERIALS = $Lod_500__track LOD_OUT = 500 [SHADER_REPLACEMENT_...] MESHES = $Lod_750__track MATERIALS = $Lod_750__track LOD_OUT = 750 [SHADER_REPLACEMENT_...] MESHES = $Lod_1000__track MATERIALS = $Lod_1000__track LOD_OUT = 1000 [SHADER_REPLACEMENT_...] MESHES = $Lod_1500__track MATERIALS = $Lod_1500__track LOD_OUT = 1500 [SHADER_REPLACEMENT_...] MESHES = $Lod_2500__track MATERIALS = $Lod_2500__track LOD_OUT = 2500 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; rain fx preparation [RAIN_FX] PUDDLES_MATERIALS = $PUDDLES__track SOAKING_MATERIALS = $SOAKING__track SMOOTH_MATERIALS = $SMOOTH__track ROUGH_MATERIALS = $ROUGH__track LINES_MATERIALS = $LINES__track ;RELIEF_MATERIALS = $RELIEF__track ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [GRASS_FX] ; mention all the materials you wanna use ; a separate MATERIALS= is later in GRASS_FX_ADJUSTMENT_... GRASS_MATERIALS = $Grass__track ; this is for hiding original grass, only hide one material here ORIGINAL_GRASS_MATERIALS= $3D_Grass__track OCCLUDING_MATERIALS_ALPHA = $Roads__track, $Roads_Side__track OCCLUDING_MATERIALS=$Roads__track, $Roads_Side__track, $Grass_occluding__track ; load texture TEXTURE = grass_fx/highlands_darker.dds ; located next to config file; if not found there, patch would look in its textures folder TEXTURE_GRID = 8, 3 ; columns and rows ; hold on, not done yet, lets ; define a grass group0 and some pieces from texture [GRASS_FX_TEXTURE_GROUP_0] PIECE_0 = 1, 1 ; first piece starts with cell at (1; 1), coordinates skip first row, so it would be that piece with a single yellow flower PIECE_0_SIZE_MULT = 1,1.25 PIECE_0_CHANCE = 0.2 PIECE_1 = 2, 1 ; second piece, takes a single cell as well PIECE_1_SIZE_MULT = 1,1.2 PIECE_1_CHANCE = 0.5 PIECE_2 = 1, 2, 2, 1 ; third piece, with yellow and white flower, taking 2×1 slots PIECE_2_CHANCE = 0.75 ; would appear 10 times less often then first two pieces PIECE_3 = 2, 6 ; two more only green pieces PIECE_3_SIZE_MULT = 0.4,1 PIECE_4 = 2, 8 PIECE_4_SIZE_MULT = 0.3,1 ; define some bigger pieces in group1 [GRASS_FX_TEXTURE_GROUP_1] PIECE_5 = 3, 1, 1, 2 ; piece taking 1×2 slots, the one with purple flowers PIECE_5_CHANCE = 0.1 PIECE_5_SIZE_MULT = 0.75, 1.1 ; default size multiplier is based on size in cells, overriding PIECE_6 = 4, 1, 2, 2 ; piece taking 2×2 slots, the one with long grass PIECE_6_CHANCE = 0.25 PIECE_6_SIZE_MULT = 1, 1.5 ; default size multiplier is based on size in cells, overriding ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MAP A, cut weekly, using both groups in different amounts [GRASS_FX_CONFIGURATION_A] TRIM_PERIOD = THURSDAY TEXTURE_BASE_CHANCE = 1 ; chance of regular grass to spawn TEXTURE_GROUP_0_CHANCE = 0.01 ; chance of first group to spawn TEXTURE_GROUP_1_CHANCE = 0.125 ; finally apply MAP A to nearby track grass [GRASS_FX_ADJUSTMENT_A] MATERIALS = $Grass__track MAP = A ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; brightness & fixes [MATERIAL_ADJUSTMENT_0] ACTIVE = 1 DESCRIPTION = tarmac darker MATERIALS = $Road__track KEY_0 = ksAmbient VALUE_0 = 0.175 KEY_1 = ksDiffuse VALUE_1 = 0.175 [MATERIAL_ADJUSTMENT_1] ACTIVE = 1 DESCRIPTION = trees brighter MATERIALS = $Trees__track KEY_0 = ksAmbient VALUE_0 = 0.325 KEY_1 = ksDiffuse VALUE_1 = 0.125 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; fixes [SHADER_REPLACEMENT_0] ACTIVE=1 DESCRIPTION= make doublesided MATERIALS = $Fences__track, ?_pitlane_garages_?, ?_grandstand_main_?, ?_gantry_?, car_?, $Trees__track, $Bushes__track CAST_SHADOWS = 1 CULL_MODE = OFF DOUBLE_FACE_SHADOW_BIASED = 1 [SHADER_REPLACEMENT_1] ACTIVE=1 DESCRIPTION= trees and bushes MATERIALS = $Trees__track, $Bushes__track, SHADER = ksTree IS_TRANSPARENT = 0 CAST_SHADOWS = 1 DOUBLE_FACE_SHADOW_BIASED = 1 BLEND_MODE=ALPHA_TEST [SHADER_REPLACEMENT_2] ACTIVE=1 DESCRIPTION= missing shadows MATERIALS = $Shadows__track CAST_SHADOWS = 1 [SHADER_REPLACEMENT_3] ACTIVE=1 DESCRIPTION= remove shadows MATERIALS = $Shadows_remove__track CAST_SHADOWS = 0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; lights [LIGHT_POLLUTION] ACTIVE = 1 RELATIVE_POSITION = 0, 0, 0 DENSITY = 0.25 RADIUS_KM = 8.0 COLOR = 1.0, 0.75, 0.5 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CustomEmissive] ACTIVE = 1 DESCRIPTION = street lights glow area MATERIALS = lightpole_lrg_e_01 Resolution = 256, 512 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "213, 93", Size = "34, 76", CornerRadius = "0.5, 0.5" @ = CustomEmissive_Rect, Channel = 2, Start = "208, 182", Size = "43, 40", CornerRadius = "0.5, 0.5" @ = CustomEmissive_Rect, Channel = 3, Start = "200, 238", Size = "48, 48", CornerRadius = "0.5, 0.5" [MATERIAL_ADJUSTMENT_0] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = street lights glow MATERIALS = lightpole_lrg_e_01 CONDITION = NIGHT_SMOOTH KEY_0 = ksEmissive1 VALUE_0 = 255,150,120, 0.5 KEY_1 = ksEmissive2 VALUE_1 = 255,150,100, 0.5 KEY_2 = ksEmissive3 VALUE_2 = 255,150,80, 0.5 [LIGHT_SERIES_0] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = street lights MATERIALS = lightpole_lrg_e_01 OFFSET = 0,0,0 DIRECTION = 0,-1,0 SPOT = 180 SPOT_SHARPNESS = 0.5 RANGE = 100 RANGE_GRADIENT_OFFSET = 0.3 FADE_AT = 700 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 15 COLOR = 255,150,100,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [SHADER_REPLACEMENT_4] MATERIALS= SHADER=ksPerPixelMultiMap_emissive [CustomEmissive] ACTIVE = 1 DESCRIPTION = street lights glow area MATERIALS = tannoy_pole_a_01 Resolution = 256, 512 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "163, 372", Size = "18, 18", CornerRadius = "0.5, 0.5" [MATERIAL_ADJUSTMENT_1] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = street lights glow MATERIALS = tannoy_pole_a_01 CONDITION = NIGHT_SMOOTH KEY_0 = ksEmissive1 VALUE_0 = 255,180,120, 0.5 [LIGHT_SERIES_1] ACTIVE = 1 VISIBILITY_LEVEL = 2 DESCRIPTION = street lights MATERIALS = tannoy_pole_a_01 OFFSET = 0,0,0 DIRECTION = 0,-1,0 SPOT = 180 SPOT_SHARPNESS = 0.5 RANGE = 50 RANGE_GRADIENT_OFFSET = 0.2 FADE_AT = 500 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 20 COLOR = 255,180,120,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CustomEmissive] ACTIVE = 1 DESCRIPTION = define digital flags from coordinates MATERIALS = lg_marshal_light_a Resolution = 512, 512 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "258, 321", Size = "257, 196" ;;;@ = CustomEmissive_Rect, Channel = 1, Start = "256, 320", Size = "292, 224" [MATERIAL_ADJUSTMENT_2] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = digital flags glow MATERIALS = lg_marshal_light_a ;CONDITION = NIGHT_SMOOTH CONDITION = RACING_FLAG_LOCAL KEY_0 = ksEmissive1 VALUE_0 = 255,255,255, 0.05 KEY_1 = ksAlphaRef VALUE_1 = -193 [CONDITION_0] NAME=RACING_FLAG_LOCAL 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|) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CustomEmissive] ACTIVE = 1 DESCRIPTION = forklifts vehicles MATERIALS = forklift_raised_a_01 Resolution = 512, 512 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "124.1, 327.7", Size = "49.7, 35.4" [MATERIAL_ADJUSTMENT_3] VISIBILITY_LEVEL = 0 DESCRIPTION = forklifts vehicles glow MATERIALS = forklift_raised_a_01 CONDITION = NIGHT_SMOOTH KEY_0 = ksEmissive1 VALUE_0 = 255,255,255, 0.2 KEY_1 = ksAlphaRef VALUE_1 = -193 [LIGHT_SERIES_3] ACTIVE = 1 DESCRIPTION = forklifts vehicles MATERIALS = forklift_raised_a_01 OFFSET = 0,0,0 DIRECTION = NORMAL DIRECTION_ALTER = 0,-0.7,0 SPOT = 150 SPOT_SHARPNESS = 0.8 RANGE = 10 RANGE_GRADIENT_OFFSET = 0.35 FADE_AT = 500 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 20 DIFFUSE_CONCENTRATION = 0.7 COLOR = 120,100,80,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [SHADER_REPLACEMENT_5] MATERIALS = ist_bridge_02 SHADER=ksPerPixelMultiMap_emissive RESOURCE_1=txNormal RESOURCE_REF_1=txDiffuse RESOURCE_2=txMaps RESOURCE_REF_2=txDiffuse RESOURCE_3=txDetail RESOURCE_REF_3=txDiffuse RESOURCE_4=txEmissive RESOURCE_FILE_4=ist_bridge_02_d_mask1.dds [MATERIAL_ADJUSTMENT_4] DESCRIPTION = bridge stars MATERIALS = ist_bridge_02 KEY_0=ksEmissive VALUE_0=255,5,5,0.3 KEY_1 = ksAlphaRef VALUE_1 = -193 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_6] ACTIVE= 1 VISIBILITY_LEVEL = 0 DESCRIPTION= buildings glow MATERIALS = BLD_GLASS, ?ANDWINDOWS?, KEY_0 = ksEmissive VALUE_0 = 255,147,41,0.05 VALUE_0_OFF = 0 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_7] ACTIVE= 1 VISIBILITY_LEVEL = 0 DESCRIPTION= bollards more reflective MATERIALS= bah_corner_bollard? KEY_0 = ksDiffuse VALUE_0 = 0.75 VALUE_0_OFF = 0.4 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_8] ACTIVE= 1 VISIBILITY_LEVEL = 0 DESCRIPTION= windows glow MATERIALS= ?glass?, KEY_0 = ksEmissive VALUE_0 = 120,100,80,0.007 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_9] ACTIVE= 1 VISIBILITY_LEVEL = 0 DESCRIPTION= big screens glow MATERIALS= screen, KEY_0 = ksEmissive VALUE_0 = 255,255,255,0.0075 VALUE_0_OFF = 0 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_10] ACTIVE= 1 VISIBILITY_LEVEL = 0 DESCRIPTION= podium glow MATERIALS= core_podium? KEY_0 = ksEmissive VALUE_0 = 255,255,255,0.0015 VALUE_0_OFF = 0 KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_4] ACTIVE = 1 DESCRIPTION = Grandstands MESHES = ?tribun?, MATERIALS = ?grandstand?, OFFSET = 0,2,0 DIRECTION = 0,-1,0 SPOT = 180 SPOT_SHARPNESS = 0.8 RANGE = 50 RANGE_GRADIENT_OFFSET = 0.35 FADE_AT = 800 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 25 DIFFUSE_CONCENTRATION = 0.8 COLOR = 120,70,40,0.05 COLOR_OFF = 0 SINGLE_FREQUENCY = 0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_5] ACTIVE = 1 DESCRIPTION = pits MESHES = obj-paddock-d? OFFSET = 0,2,0 DIRECTION = 0,-1,0 SPOT = 180 SPOT_SHARPNESS = 0.8 RANGE = 30 RANGE_GRADIENT_OFFSET = 0.35 FADE_AT = 500 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 18 DIFFUSE_CONCENTRATION = 0.7 COLOR = 120,100,80,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH [LIGHT_SERIES_6] ACTIVE = 1 DESCRIPTION = bridges MATERIALS = ist_bridge_01, dhl board OFFSET = 0,-2,0 DIRECTION = 0,-1,0 SPOT = 180 SPOT_SHARPNESS = 0.8 RANGE = 25 RANGE_GRADIENT_OFFSET = 0.35 FADE_AT = 700 FADE_SMOOTH = 30 CLUSTER_THRESHOLD = 20 DIFFUSE_CONCENTRATION = 0.7 COLOR = 120,100,80,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; heli animations ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Animated objects [ANIMATED_0] NODE = helicopter_yellow ANIMATION = heli_yellowfly_x.ksanim DURATION = 168 [ANIMATED_1] NODE = helicopter_red ANIMATION = heli_redfly_x.ksanim DURATION = 192 [ANIMATED_2] NODE = helicopter_hughes_00 ANIMATION = heli_hughesfly_00_x.ksanim DURATION = 120 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;helicopter blade rotation ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [SHADER_REPLACEMENT_6] MATERIALS = Rotor SHADER = stPerPixelNM_UVflow PROP_0 = offsetNMSpeed, 6.3, 0 [SHADER_REPLACEMENT_7] MATERIALS = Rotor2 SHADER = stPerPixelNM_UVflow PROP_0 = offsetNMSpeed, 6.3, 0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;helicopter lights ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CONDITION_1] NAME = BLINK INPUT = ONE FLASHING_FREQUENCY = 5 FLASHING_SMOOTHNESS = 0 FLASHING_SKIP_OFF_STATE = 0 FLASHING_NOISE_AMPLITUDE = 0 FLASHING_MIN_VALUE = 0.0 FLASHING_SYNCED = 1 [CONDITION_2] NAME = BLINK_ALT INPUT = ONE FLASHING_FREQUENCY = -5 FLASHING_SMOOTHNESS = 0 FLASHING_SKIP_OFF_STATE = 0 FLASHING_NOISE_AMPLITUDE = 0 FLASHING_MIN_VALUE = 0.0 FLASHING_SYNCED = 1 [MATERIAL_ADJUSTMENT_3] ACTIVE = 1 DESCRIPTION = heli green MATERIALS = heligreen, Hughes500_GreenLight KEY_0 = ksEmissive VALUE_0 = 0,255,0,1 VALUE_0_OFF = 0 CONDITION = BLINK [MATERIAL_ADJUSTMENT_4] ACTIVE = 1 DESCRIPTION = heli red MATERIALS = helired, Hughes500_RedLight KEY_0 = ksEmissive VALUE_0 = 255,0,0,2 VALUE_0_OFF = 0 CONDITION = BLINK_ALT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; balloon flames ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CONDITION_0] NAME = BALOON_FLAMES1 INPUT = ONE FLASHING_FREQUENCY = 0.2 FLASHING_SMOOTHNESS = 0.3 FLASHING_SKIP_OFF_STATE = 0 FLASHING_SKIP_DOWNHILL_STATE = 0 FLASHING_MIN_VALUE = 0 FLASHING_SYNCED = 1 FLASHING_NOISE_AMPLITUDE = 0.3 FLASHING_NOISE_BOUND = 1 FLASHING_NOISE_SPEED = 3 FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|) [CONDITION_1] NAME = BALOON_FLAMES2 INPUT = ONE FLASHING_FREQUENCY = 0.25 FLASHING_SMOOTHNESS = 0.3 FLASHING_SKIP_OFF_STATE = 0 FLASHING_SKIP_DOWNHILL_STATE = 0 FLASHING_MIN_VALUE = 0 FLASHING_SYNCED = 1 FLASHING_NOISE_AMPLITUDE = 0.3 FLASHING_NOISE_BOUND = 1 FLASHING_NOISE_SPEED = 3 FLASHING_LUT=(|0=0|0.6=0|0.69=0.5|0.8=1|0.81=0|1.0=0|) [CONDITION_2] NAME = BALOON_FLAMES3 INPUT = ONE FLASHING_FREQUENCY = 0.15 FLASHING_SMOOTHNESS = 0.3 FLASHING_SKIP_OFF_STATE = 0 FLASHING_SKIP_DOWNHILL_STATE = 0 FLASHING_MIN_VALUE = 0 FLASHING_SYNCED = 1 FLASHING_NOISE_AMPLITUDE = 0.3 FLASHING_NOISE_BOUND = 1 FLASHING_NOISE_SPEED = 3 FLASHING_LUT=(|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|) [MATERIAL_ADJUSTMENT_0] MESHES=Line117 KEY_0 = ksEmissive VALUE_0 = 255, 220,185,0.005 CONDITION = BALOON_FLAMES1 [MATERIAL_ADJUSTMENT_1] MESHES=Line118 KEY_0 = ksEmissive VALUE_0 = 255, 200,155,0.007 CONDITION = BALOON_FLAMES2 [MATERIAL_ADJUSTMENT_2] MESHES=Line119 KEY_0 = ksEmissive VALUE_0 = 255, 180,125,0.006 CONDITION = BALOON_FLAMES3 [MATERIAL_ADJUSTMENT_3] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = balloon flames1 MATERIALS = ?ignition? KEY_0 = ksEmissive VALUE_0 = 255, 220,185,0.1 VALUE_0_OFF = 0 KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = 0, 0, 0 BLEND_MODE=ALPHA_TEST CONDITION = FLAME_FLICKERING [MATERIAL_ADJUSTMENT_4] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = balloon flames MATERIALS = balloon_flame, fire KEY_0 = ksEmissive VALUE_0 = 255, 220,185,1.5 VALUE_0_OFF = 0 KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = 0, 0, 0 CONDITION = BALOON_FLAMES1 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; balloon flames end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Animated Blimp [ANIMATED_0] NODE = Blimp ANIMATION = blimp.ksanim DURATION = 1925 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SEMAPHORE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CustomEmissive] ACTIVE = 1 DESCRIPTION = Pitlane Semaphore MATERIALS = lg_pit_exit_light_b Resolution = 512, 512 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "37.9, 214.1", Size = "91.9, 85.5" [MATERIAL_ADJUSTMENT_0] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = Pitlane Semaphore MATERIALS = lg_pit_exit_light_b CONDITION = ALWAYS_ON CONDITION = RACING_FLAG_LOCAL KEY_0 = ksEmissive1 VALUE_0 = 255,255,255, 0.25 KEY_1 = ksAlphaRef VALUE_1 = -193 [CustomEmissive] ACTIVE = 1 DESCRIPTION = Pitlane Semaphore MATERIALS = core_start_lights_a Resolution = 256, 512 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "35, 388.3", Size = "98.4, 79.5" [MATERIAL_ADJUSTMENT_1] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = Pitlane Semaphore MATERIALS = core_start_lights_a CONDITION = ALWAYS_ON CONDITION = RACING_FLAG_LOCAL KEY_0 = ksEmissive1 VALUE_0 = 255,255,255, 0.25 KEY_1 = ksAlphaRef VALUE_1 = -193