[MODIFIED BY BLM LIGHTS] REM__0=Lines starting with ';' or '#' have been renamed in order not to get lost REM__2= [ABOUT] AUTHOR = Reboot Team VERSION = 1.0 LIGHTS_COUNT = ~200 DATE_RELEASE = NOTES = REM__3= REM__4= [INCLUDE] INCLUDE = common\conditions.ini, common\materials_base.ini, common\materials_track.ini, common\custom_emissive.ini REM__5= REM__6= [BASIC] RALLY_TRACK = 0 SUPPORTS_WIND = 0 REM__7= REM__8= ;[WIND] REM__9= ;DYNAMIC_FLAGS = flag_000 REM__10= REM__11= [GRASS_FX] GRASS_MATERIALS = grass OCCLUDING_MATERIALS = asphalt_norm, lines_decals COLOR_FACTOR = 0.94 HEIGHT_MULT = 1 EDGE_MULT = 0 REM__12= REM__13= ;RainFX implementation REM__14= REM__15= [RAIN_FX] PUDDLES_MATERIALS = asphalt_norm, concrete_paint_red, tarmac_old_road, tarmac_paint_safe_zone, curb, whiteline, greencarpet, tarmac_old_pit SOAKING_MATERIALS = asphalt_norm, concrete_paint_red, tarmac_old_road, tarmac_paint_safe_zone, curb, sand, gravel_mask, whiteline, greencarpet, tarmac_old_pit SMOOTH_MATERIALS = grail_tess, grille, polystirene, barriers, metals, decals, structure_box, b4, stands, glass_blu_COLOR_0.001 ROUGH_MATERIALS = grass,sand LINES_MATERIALS = whiteline STREAM_EDGE_9002= 103.57,3.12,-33.2,84.14,3.11,-42.54 STREAM_EDGE_9003= 57.97,5,127.41,7.89,4.97,103.32 STREAM_EDGE_9004= -78.85,4.92,51.12,-49.47,4.92,73.13 STREAM_EDGE_9005= -182.96,3.04,-206.43,-177.41,3.05,-192.51 STREAM_EDGE_9006= 59.88,8.34,-10.16,87.52,8.15,-66.6 REM__16= REM__17= ;;; REM__18= REM__19= [CustomEmissive] ACTIVE = 1 DESCRIPTION = crane vehicles from texture coordinates MATERIALS = trat Resolution = 2048, 2048 SHADER = ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "1098.5, 1407.4", Size = "99.2, 101.9", CornerRadius=0.1 @_8002= CustomEmissive_Rect, Channel = 2, Start = "1098.5, 1407.4", Size = "99.2, 101.9", CornerRadius=0.1 REM__20= REM__21= [MATERIAL_ADJUSTMENT_9007] DESCRIPTION = crane vehicles glow MATERIALS = trat KEY_9008= ksEmissive1 VALUE_9009= 255,255,255, 0.1 KEY_9010= ksEmissive2 VALUE_9011= 255,255,255, 0.1 KEY_9012= ksAlphaRef VALUE_9013= -193 CONDITION = NIGHT_SMOOTH REM__22= REM__23= [LIGHT_SERIES_9014] ACTIVE = 1 VISIBILITY_LEVEL = 1 DESCRIPTION = crane vehicles MATERIALS = trat OFFSET = 0,1,0 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 REM__24= REM__25= ;;; REM__26= REM__27= [CustomEmissive_8003] ACTIVE = 1 DESCRIPTION = sat van lights from texture coordinates MATERIALS = MI_Tvstuff Resolution = 2048, 2048 SHADER = ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 1, Start = "1033.5, 1069.7", Size = "24, 22.5", CornerRadius=0.3 @_8004= CustomEmissive_Rect, Channel = 2, Start = "1324.1, 1070.2", Size = "23.9, 21.7", CornerRadius=0.3 REM__28= REM__29= [MATERIAL_ADJUSTMENT_9015] DESCRIPTION = sat van lights glow MATERIALS = MI_Tvstuff KEY_9016= ksEmissive1 VALUE_9017= 255,255,255, 0.2 KEY_9018= ksEmissive2 VALUE_9019= 255,255,255, 0.2 KEY_9020= ksAlphaRef VALUE_9021= -193 CONDITION = NIGHT_SMOOTH REM__30= REM__31= [LIGHT_SERIES_9022] ACTIVE = 1 VISIBILITY_LEVEL = 2 DESCRIPTION = sat van lights glow MATERIALS = MI_Tvstuff OFFSET = 0,0,0 DIRECTION = NORMAL REM__32= ;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 = 8 DIFFUSE_CONCENTRATION = 0.7 COLOR = 120,100,80,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__33= REM__34= ;;; REM__35= REM__36= [CustomEmissive_8005] ACTIVE = 1 DESCRIPTION = service vehicle orange lights MATERIALS = MI_service_alpha Resolution = 2048, 2048 SHADER = ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 0, Start = "751.4, 1280.4", Size = "81.4, 79.4", CornerRadius = "0.15,0.15" @_8006= CustomEmissive_Rect, Channel = 1, Start = "1026.7, 1278.4", Size = "81.4, 80.1", CornerRadius = "0.15,0.15" @_8007= CustomEmissive_Rect, Channel = 2, Start = "345.7, 265.4", Size = "16.5, 49", CornerRadius = "0.15,0.15" @_8008= CustomEmissive_Rect, Channel = 3, Start = "348.7, 596.6", Size = "13.3, 48.8", CornerRadius = "0.15,0.15" REM__37= REM__38= [MATERIAL_ADJUSTMENT_9023] DESCRIPTION = service vehicle orange lights blinking MATERIALS = MI_service_alpha KEY_9024= ksEmissive VALUE_9025= 255,255,255, 0.1 KEY_9026= ksAlphaRef VALUE_9027= -193 CONDITION = YELLOW1 REM__39= REM__40= [MATERIAL_ADJUSTMENT_9028] DESCRIPTION = service vehicle orange lights blinking MATERIALS = MI_service_alpha KEY_9029= ksEmissive1 VALUE_9030= 255,255,255, 0.1 KEY_9031= ksAlphaRef VALUE_9032= -193 CONDITION = YELLOW2 REM__41= REM__42= [MATERIAL_ADJUSTMENT_9033] DESCRIPTION = service vehicle orange lights blinking MATERIALS = MI_service_alpha KEY_9034= ksEmissive2 VALUE_9035= 255,255,255, 0.1 KEY_9036= ksEmissive3 VALUE_9037= 255,255,255, 0.1 KEY_9038= ksAlphaRef VALUE_9039= -193 CONDITION = NIGHT_SMOOTH REM__43= REM__44= [LIGHT_SERIES_9040] ACTIVE = 1 VISIBILITY_LEVEL = 2 DESCRIPTION = service vehicle MATERIALS = MI_service_alpha OFFSET = 0,0,0 DIRECTION = NORMAL DIRECTION_ALTER = 0,1,0 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 REM__45= REM__46= ;;; REM__47= REM__48= [CustomEmissive_8009] ACTIVE = 1 DESCRIPTION = ambulance lights blinking MATERIALS = MI_ambulance Resolution = 1024,1024 SHADER = ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 0, Start = "767.2, 95.2", Size = "96.3, 44.3", CornerRadius = "0.5,0.5" @_8010= CustomEmissive_Rect, Channel = 1, Start = "916.8, 95.8", Size = "94.7, 43.7", CornerRadius = "0.5,0.5" @_8011= CustomEmissive_Rect, Channel = 2, Start = "496, 235.4", Size = "18.5, 19.9", CornerRadius = "0.5,0.5" @_8012= CustomEmissive_Rect, Channel = 3, Start = "715.1, 236.1", Size = "17.1, 16.8", CornerRadius = "0.5,0.5" REM__49= REM__50= [MATERIAL_ADJUSTMENT_9041] DESCRIPTION = ambulance lights blinking MATERIALS = MI_ambulance KEY_9042= ksEmissive VALUE_9043= 255,255,255, 0.2 KEY_9044= ksAlphaRef VALUE_9045= -193 CONDITION = AMBULANCE_BLUE REM__51= REM__52= [MATERIAL_ADJUSTMENT_9046] DESCRIPTION = ambulance lights blinking MATERIALS = MI_ambulance KEY_9047= ksEmissive1 VALUE_9048= 255,255,255, 0.1 KEY_9049= ksAlphaRef VALUE_9050= -193 CONDITION = AMBULANCE_RED REM__53= REM__54= [MATERIAL_ADJUSTMENT_9051] DESCRIPTION = ambulance front lights MATERIALS = MI_ambulance KEY_9052= ksEmissive2 VALUE_9053= 255,255,255, 0.1 KEY_9054= ksEmissive3 VALUE_9055= 255,255,255, 0.1 KEY_9056= ksAlphaRef VALUE_9057= -193 CONDITION = NIGHT_SMOOTH REM__55= REM__56= [LIGHT_SERIES_9058] ACTIVE = 1 VISIBILITY_LEVEL = 1 DESCRIPTION = ambulance MATERIALS = MI_ambulance OFFSET = 0,0.55,1 DIRECTION = -0.25,0,0.25 SPOT = 180 SPOT_SHARPNESS = 0.5 RANGE = 15 RANGE_GRADIENT_OFFSET = 0.5 FADE_AT = 700 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.5 CLUSTER_THRESHOLD = 40 COLOR = 255,255,255,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__57= REM__58= ;;; REM__59= REM__60= [CONDITION_9059] NAME = YELLOW1 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 REM__61= REM__62= [CONDITION_9060] NAME = YELLOW2 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 REM__63= REM__64= ; ambulance lights glowy blinky REM__65= [CONDITION_9061] 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) REM__66= REM__67= ; ambulance lights glowy blinky REM__68= [CONDITION_9062] 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) REM__69= REM__70= ;;; REM__71= REM__72= [SHADER_REPLACEMENT_9063] MATERIALS = b1 SHADER = ksPerPixelMultiMap_emissive RESOURCE_3 = txDetail RESOURCE_TEXTURE_3 = b1.dds RESOURCE_4 = txEmissive RESOURCE_FILE_4 = b1_emissive1.dds REM__73= REM__74= [SHADER_REPLACEMENT_9064] MATERIALS = b5 SHADER = ksPerPixelMultiMap_emissive RESOURCE_3 = txDetail RESOURCE_TEXTURE_3 = b5.dds RESOURCE_4 = txEmissive RESOURCE_TEXTURE_4 = b5_emissive.dds REM__75= REM__76= [SHADER_REPLACEMENT_9065] MATERIALS = b6 SHADER = ksPerPixelMultiMap_emissive RESOURCE_3 = txDetail RESOURCE_TEXTURE_3 = b6.dds RESOURCE_4 = txEmissive RESOURCE_TEXTURE_4 = b6_emissive.dds REM__77= REM__78= [SHADER_REPLACEMENT_9066] MATERIALS = buildings2 SHADER = ksPerPixelMultiMap_emissive FILL_MISSING_TEXTURES = 1 RESOURCE_4 = txEmissive RESOURCE_FILE_4 = buildings2-mask.dds REM__79= REM__80= [SHADER_REPLACEMENT_9067] MATERIALS = exe_offices SHADER = ksPerPixelMultiMap_emissive FILL_MISSING_TEXTURES = 1 RESOURCE_4 = txEmissive RESOURCE_FILE_4 = executiveoffices1-mask.dds REM__81= REM__82= [MATERIAL_ADJUSTMENT_9068] DESCRIPTION = buildings and windows MATERIALS = b1, b5, b6, buildings2, exe_offices KEY_0 = ksEmissive VALUE_0 = 255,205,150,0.0035 KEY_1 = ksAlphaRef VALUE_1 = -193 CONDITION = NIGHT_SMOOTH REM__83= REM__84= ;;; REM__85= REM__86= [MATERIAL_ADJUSTMENT_9069] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = flood lights glow MESHES = floodlights KEY_0 = ksEmissive VALUE_0 = 225,225,255,0.1 VALUE_0_OFF = ORIGINAL KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL KEY_2 = ksDiffuse VALUE_2 = 0 VALUE_2_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__87= REM__88= [LIGHT_SERIES_9070] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = flood lights MESHES = floodlights OFFSET = 0,0,0 DIRECTION = 0,-1,0 REM__89= ;DIRECTION=NORMAL SPOT = 180 SPOT_SHARPNESS = 0.5 RANGE = 100 RANGE_GRADIENT_OFFSET = 0.2 FADE_AT = 700 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.7 CLUSTER_THRESHOLD = 40 COLOR = 225,225,255,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__90= REM__91= ;;; REM__92= REM__93= [MATERIAL_ADJUSTMENT_9071] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = pits lights glow MATERIALS = Box_lights, pitlights KEY_0 = ksEmissive VALUE_0 = 255, 239, 247,0.2 VALUE_0_OFF = ORIGINAL KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL KEY_2 = ksDiffuse VALUE_2 = 0 VALUE_2_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__94= REM__95= [LIGHT_SERIES_9072] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = pits lights MATERIALS = Box_lights, pitlights OFFSET = 0,0,0 DIRECTION = 0,-1,0 SPOT = 170 SPOT_SHARPNESS = 0.5 RANGE = 10 RANGE_GRADIENT_OFFSET = 0.2 FADE_AT = 500 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.7 CLUSTER_THRESHOLD = 5 COLOR = 255, 239, 247,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__96= REM__97= ;;; REM__98= REM__99= [MATERIAL_ADJUSTMENT_9073] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = fence lights glow MESHES = fence_lights KEY_0 = ksEmissive VALUE_0 = 255, 239, 247,0.2 VALUE_0_OFF = ORIGINAL KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL KEY_2 = ksDiffuse VALUE_2 = 0 VALUE_2_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__100= REM__101= [LIGHT_SERIES_9074] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = fence lights MESHES = fence_lights OFFSET = 0,0,0 DIRECTION = NORMAL SPOT = 170 SPOT_SHARPNESS = 0.5 RANGE = 8 RANGE_GRADIENT_OFFSET = 0.1 FADE_AT = 500 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.9 CLUSTER_THRESHOLD = 2 COLOR = 255, 239, 247,0.025 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__102= REM__103= ;;; REM__104= REM__105= [MATERIAL_ADJUSTMENT_9075] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = stadium_lights MESHES = stadium_lights KEY_0 = ksEmissive VALUE_0 = 255, 129, 87,1 VALUE_0_OFF = ORIGINAL KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL KEY_2 = ksDiffuse VALUE_2 = 0 VALUE_2_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__106= REM__107= [LIGHT_SERIES_9076] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = stadium_lights MESHES = stadium_lights OFFSET = 0,0,0 DIRECTION = NORMAL REM__108= ;DIRECTION_ALTER=0,0.5,0 REM__109= ;DIRECTION_OFFSET=0,1,0 SPOT = 180 SPOT_SHARPNESS = 0.2 RANGE = 150 RANGE_GRADIENT_OFFSET = 0.1 FADE_AT = 800 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.9 CLUSTER_THRESHOLD = 20 COLOR = 220, 220, 255,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__110= REM__111= ;;; REM__112= REM__113= [MATERIAL_ADJUSTMENT_9077] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = medical_lights MESHES = medical_lights KEY_0 = ksEmissive VALUE_0 = 255, 129, 87,0.2 VALUE_0_OFF = ORIGINAL KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL KEY_2 = ksDiffuse VALUE_2 = 0 VALUE_2_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__114= REM__115= [LIGHT_SERIES_9078] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = medical_lights MESHES = medical_lights OFFSET = 0,0,0 DIRECTION = NORMAL SPOT = 170 SPOT_SHARPNESS = 0.2 RANGE = 35 RANGE_GRADIENT_OFFSET = 0.01 FADE_AT = 800 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.7 CLUSTER_THRESHOLD = 10 COLOR = 255, 129, 87,0.05 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__116= REM__117= ;;; REM__118= REM__119= [MATERIAL_ADJUSTMENT_9079] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = street+alley+stands lights MESHES = street_lights, lights_alley, lights_stand KEY_0 = ksEmissive VALUE_0 = 255, 189, 127,0.2 VALUE_0_OFF = ORIGINAL KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = ORIGINAL KEY_2 = ksDiffuse VALUE_2 = 0 VALUE_2_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__120= REM__121= [LIGHT_SERIES_9080] ACTIVE = 1 VISIBILITY_LEVEL = 0 DESCRIPTION = street+alley+stands lights MESHES = street_lights, lights_alley, lights_stand, ExecutiveOffices OFFSET = 0,0,0 DIRECTION = NORMAL SPOT = 170 SPOT_SHARPNESS = 0.1 RANGE = 20 RANGE_GRADIENT_OFFSET = 0.01 FADE_AT = 700 FADE_SMOOTH = 33 DIFFUSE_CONCENTRATION = 0.7 CLUSTER_THRESHOLD = 20 COLOR = 255, 189, 127,0.045 COLOR_OFF = 0 CONDITION = NIGHT_SMOOTH REM__122= REM__123= ; Helicopter blades REM__124= REM__125= [ANIMATED_9081] NODE = heli_main_rotor WINDMILL_DIR = 1, 1, 1 WINDMILL_DIR_EXP = 0.5 WINDMILL_DIR_BOTH_SIDES = 1 SPIN_AXIS = 0, 0, 1 SPEED_MULT = 0.3 WIND_SPEED_KMH_MIN = 1 WIND_SPEED_KMH_MAX = 20 WIND_SPEED_KMH_STOP = 40 LAG_UP = 0.998 LAG_DOWN = 0.998 LAG_BRAKING = 0.98 REM__126= REM__127= [ANIMATED_9082] NODE = heli_003 WINDMILL_DIR = 1, 1, 1 WINDMILL_DIR_EXP = 0.5 WINDMILL_DIR_BOTH_SIDES = 1 SPIN_AXIS = 1, 0, 0 SPEED_MULT = 0.3 WIND_SPEED_KMH_MIN = 1 WIND_SPEED_KMH_MAX = 20 WIND_SPEED_KMH_STOP = 40 LAG_UP = 0.998 LAG_DOWN = 0.998 LAG_BRAKING = 0.98 REM__128= REM__129= ; ledwalls - 1st make screens blocky REM__130= REM__131= [Material_DigitalScreen] Materials = ledwal_lcd UseTextureCoordinates = 1 ; if mapping seems weird, change to 0 REM__132= ; (although it shouldnt, or else how would DISPLAY_ work?) ScreenAspectRatio = 0.5 ; adjust if pixels look skewed ScreenScale = 384 ; adjust for target resolution, the lower the blockier REM__133= ; in general using texture size here might be a good idea REM__134= REM__135= [MATERIAL_ADJUSTMENT_9083] DESCRIPTION = led walls lcd screens MATERIALS = ledwal_lcd KEY_0 = ksEmissive VALUE_0 = 255,255,255,0.01 VALUE_0_OFF = ORIGINAL CONDITION = NIGHT_SMOOTH REM__136= REM__137= ; Jumbotron cameras REM__138= REM__139= [DISPLAY_9084] MESHES = ledwall_00?_KSLAYER5 REGION_START = 0, 0 ; display position on texture, in pixels REGION_SIZE = 1024, 512 ; display size on texture, in pixels REM__140= ; 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) REM__141= ; 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 REM__142= CAMERA_0 = -517.4 ,6.44692 ,374.949 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 REM__143= CAMERA_1 = 106.171 ,-1.77914 ,-213.489 CAMERA_1_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_1_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_1_FOV = 25 REM__144= CAMERA_2 = -336.826 ,5.66417 ,-3.21732 CAMERA_2_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_2_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_2_FOV = 25 REM__145= CAMERA_3 = 413.999 ,-1.05312 ,-348.051 CAMERA_3_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_3_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_3_FOV = 25 REM__146= CAMERA_4 = 194.267 ,-0.194982 ,-301.342 CAMERA_4_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car CAMERA_4_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement CAMERA_4_FOV = 25 REM__147= REM__148= ; Animated track crew REM__149= REM__150= [ANIMATED_9085] NODE = CircuitCrew_a_000 ANIMATION = anim_mesh_circuit_crew.ksanim DURATION = 30 REM__151= REM__152= [ANIMATED_9086] NODE = flagger_a_000 ANIMATION = anim_mesh_flagger.ksanim DURATION = 25 REM__153= REM__154= [ANIMATED_9087] NODE = photoman_b_000 ANIMATION = anim_mesh_photoman.ksanim DURATION = 35 REM__155= [LIGHTING] LIT_MULT = 1 REM__156= REM__157= REM__158= REM__159= REM__160= [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION= shadows cast on white lines MATERIALS= GROOVE, SKIDMARKS, tyres_marks, whiteline BLEND_MODE = ALPHA_TEST IS_TRANSPARENT = 0 [CONDITION_...] NAME = SEASON_WINTER INPUT = YEAR_PROGRESS LUT = (|-1=0|0=0.25|0.05=0.35|0.075=2|0.12=0.3|0.2=0|0.45=0|0.6=0.00|0.7=0|0.85=0|0.95=0.2|1=0.25|) [CONDITION_...] NAME = SEASON_AUTUMN INPUT = YEAR_PROGRESS LUT = (|-1=0|0=0.75|0.2=0|0.45=0|0.6=0.05|0.7=0|0.75=0|0.8=0.75|1=0.75|) [TREES] LIST_0=trees\trees.txt COMPILED_LIST = compiled_trees.bin SURFACE_MATERIALS = top, grass?, ?center?, retrobox, ?terrain?, airport, ?top?, sat SEASON_AUTUMN_0 = SEASON_AUTUMN SEASON_WINTER_0 = SEASON_WINTER