
[ABOUT]
AUTHOR = Sliderman
VERSION = 1.1
DATE_RELEASE = 2019-10-08
LIGHTS_COUNT = 
NOTES = Enna Pergusa 2003

[LIGHTING]
BOUNCED_LIGHT_MULT=1,1,1,1
CAR_LIGHTS_LIT_MULT=1
ENABLE_TREES_LIGHTING=1
LIT_MULT=1
SPECULAR_MULT=1
[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_base.ini, common/materials_track.ini

[CONDITION_0]
NAME = BALLOON_FLAMES
INPUT = ONE
FLASHING_FREQUENCY = 0.1
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.2
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 10
FLASHING_LUT = (|0=0|0.8=0|0.895=0.5|0.9=1|0.905=0|1.0=0|)

[Material_Water]
Materials = ?WATER?, ?water?, ?LAKE?, ?lake?
Type = LAKE                    ; valid values: LAKE, POND, POOL, SEA, OCEAN
UseNormalMapTwice = 0          ; use txNormal as secondary normal map
UseAlphaFromDiffuse = 1        ; use alpha-channel from txDiffuse for blending
UseRecommendedTextures = 1     ; use recommended textures for water normals

[MESH_ADJUSTMENT_0]
ACTIVE = 1
DESCRIPTION = grass shadows
MESHES = weed?
CAST_SHADOWS = 1

[MODEL_REPLACEMENT_0]
ACTIVE = 1
DESCRIPTION = hide some objects
FILE = enna_pergusa2003.kn5
HIDE = AC_PIT?, AC_START?,

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = darker
MATERIALS = ROADcol,
ACTIVE = 1
KEY_0 = ksAmbient
VALUE_0 = 0.2
KEY_1 = ksDiffuse
VALUE_1 = 0.3

[MATERIAL_ADJUSTMENT_01]
ACTIVE = 1
DESCRIPTION = tarmac
MATERIALS = ROAD?
KEY_0 = ksAmbient
VALUE_0 = 0.475
KEY_1 = ksDiffuse
VALUE_1 = 0.575

[MATERIAL_ADJUSTMENT_02]
ACTIVE = 1
DESCRIPTION = grass, gravel
MATERIALS = ?GRASS?, ?Grass?, ?grass?,
KEY_0 = ksAmbient
VALUE_0 = 0.95
KEY_1 = ksDiffuse
VALUE_1 = 0.875

[MATERIAL_ADJUSTMENT_03]
ACTIVE = 1
DESCRIPTION = grass, gravel
MATERIALS = GRASSROW?
KEY_0 = ksAmbient
VALUE_0 = 0.315
KEY_1 = ksDiffuse
VALUE_1 = 0.175

[MATERIAL_ADJUSTMENT_04]
ACTIVE = 1
DESCRIPTION = weed
MATERIALS = WEED?,
KEY_0 = ksAmbient
VALUE_0 = 0.275
KEY_1 = ksDiffuse
VALUE_1 = 0.175

[MATERIAL_ADJUSTMENT_05]
ACTIVE = 1
DESCRIPTION = trees
MATERIALS = ?TREE?, ?BUSH?
KEY_0 = ksAmbient
VALUE_0 = 0.275
KEY_1 = ksDiffuse
VALUE_1 = 0.175

[MATERIAL_ADJUSTMENT_06]
ACTIVE = 1
DESCRIPTION = kerbs, lines
MATERIALS = RMBL?, SANDTRANS, TRACKBORDER
KEY_0 = ksAmbient
VALUE_0 = 0.2125
KEY_1 = ksDiffuse
VALUE_1 = 0.2125

[MATERIAL_ADJUSTMENT_07]
ACTIVE = 1
DESCRIPTION = grassline
MATERIALS = GRASSA?
KEY_0 = ksAmbient
VALUE_0 = 0.475
KEY_1 = ksDiffuse
VALUE_1 = 0.475

[MATERIAL_ADJUSTMENT_08]
ACTIVE = 1
DESCRIPTION = 
MATERIALS = GRDRMAIN
KEY_0 = ksAmbient
VALUE_0 = 0.45
KEY_1 = ksDiffuse
VALUE_1 = 0.55

[MATERIAL_ADJUSTMENT_09]
ACTIVE = 1
DESCRIPTION = Buildings, billboards
MATERIALS = CASA?, LOGO?
KEY_0 = ksAmbient
VALUE_0 = 0.45
KEY_1 = ksDiffuse
VALUE_1 = 0.55

[MATERIAL_ADJUSTMENT_10]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon and flame
MATERIALS = balloon_top?, balloon_flame
KEY_0 = ksEmissive
VALUE_0 = 255,220,185,0.01
VALUE_1_OFF = 0, 0, 0
CONDITION = BALLOON_FLAMES

[MATERIAL_ADJUSTMENT_11]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flame
MATERIALS = ignition
KEY_0 = ksEmissive
VALUE_0 = 75, 70, 150,0.05

[MATERIAL_ADJUSTMENT_12]
ACTIVE = 1
DESCRIPTION = people
MATERIALS = ?people?
KEY_0 = ksAmbient
VALUE_0 = 0.25
KEY_1 = ksDiffuse
VALUE_1 = 0.25

[MATERIAL_ADJUSTMENT_13]
ACTIVE = 1
DESCRIPTION = grassborder
MATERIALS = GRASSA04
KEY_0 = ksAmbient
VALUE_0 = 0.375
KEY_1 = ksDiffuse
VALUE_1 = 0.375

[WIND]
IGNORE = GRASSROW? , SANDLINES ; MATERIALS

[SHADER_REPLACEMENT_0]
ACTIVE = 1
DESCRIPTION = ksTree to ksPerPixel
MATERIALS = GRASSROW?, SANDLINES?
SHADER = ksPerPixel

[SHADER_REPLACEMENT_1]
ACTIVE = 1
DESCRIPTION = ksGrass to ksPerPixelAlpha
MATERIALS = GRASSA04
SHADER = ksPerPixelAlpha

[GRASS_FX]
GRASS_MATERIALS = BASEGROUND, GRASS2A, DIRTGRASS,
OCCLUDING_MATERIALS_ALPHA = RMBL?, TRACKBORDER, SANDLINES, DIRTBLEND, GRASSA04
HEIGHT_MULT = 0.1
EDGE_MULT = 0.1
COLOR_FACTOR = 0.72

[GRASS_FX_AREA_...]
CENTER = 0, 0
SIZE = 10000, 10000      ;cover everything
MODE = ADD
TYPE_OFFSET = 30
HEIGHT_MULT = 0.1, 0.2
TRIM_PERIOD = THURSDAY   ;grass will be cut each thursday (or, set a number in days to set a period)

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = garage lights
MATERIALS = A2PAREDE
OFFSET = 0,1.8,5
DIRECTION = 0,-1,0
SPOT = 170
SPOT_SHARPNESS = 0.5
RANGE = 50
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 10
COLOR = 255,150,80,0.065
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = tower lights
MATERIALS = ?CLOSEWIND?,
OFFSET = 0,4.0,5
DIRECTION = 0,-1,0
SPOT = 170
SPOT_SHARPNESS = 0.5
RANGE = 70
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 25
COLOR = 255,150,80, 0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = tower windows glow
MATERIALS = ?CLOSEWIND?,
KEY_0 = ksEmissive
VALUE_0 = 255,150,80, 0.005
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = pit tents lights
MATERIALS = OBJ_PSTAND_?, OBJ_PB_?,
OFFSET = 0,1.7,0
DIRECTION = 0,-1,0
SPOT = 120
SPOT_SHARPNESS = 0.5
RANGE = 10
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 2.5
COLOR = 255,150,80,0.065
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[INCLUDE: common/custom_emissive.ini]

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = street lights glow area
MATERIALS = OBJ_LIGHTPOST,
Resolution = 128, 256
@ = CustomEmissive_Rect, Channel = 1, Start = "86, 117", Size = "17, 135"

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = street lights glow
MATERIALS = OBJ_LIGHTPOST,
KEY_0 = ksEmissive1
VALUE_0 = 255,225,250, 0.125
VALUE_OFF_0 = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_OFF_1 = ORIGINAL
CONDITION= NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = street lights
MATERIALS = OBJ_LIGHTPOST,
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 170
SPOT_SHARPNESS = 0.75
RANGE = 60
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 15
COLOR = 255,225,250, 0.1
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = grandstand lights
MATERIALS = ENNA_STAND?,
OFFSET = 5,2,5
DIRECTION = 0,0.125,0
SPOT = 280
SPOT_SHARPNESS = 0.25
RANGE = 60
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 15
COLOR = 255,225,250, 0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = marshal huts lights
MATERIALS = HUTB?,
OFFSET = 0,2.0,0
DIRECTION = 0,-1,0
SPOT = 140
SPOT_SHARPNESS = 0.75
RANGE = 15
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 15
COLOR = 255,225,250, 0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = ads lights
MATERIALS = $Advertisings__track,
OFFSET = 5.0,2.25,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.75
RANGE = 25
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 2.5
COLOR = 255,225,250, 0.0125
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = building lights
MATERIALS = $Building__track,
OFFSET = 0.0,1.0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.75
RANGE = 25
RANGE_GRADIENT_OFFSET = 0.3
FADE_AT = 850
FADE_SMOOTH = 30
CLUSTER_THRESHOLD = 2.5
COLOR = 255,225,250, 0.0125
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH


[LIGHT_...]
DESCRIPTION = glass bridge lights
POSITION=-311.15, 11.17, 531.12
DIRECTION=0,-1,0
COLOR= 255,225,250, 0.05
DIFFUSE_CONCENTRATION=0.5
FADE_AT=0.0
FADE_SMOOTH=200.0
RANGE= 25
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.22
SPOT=120
SPOT_SHARPNESS=0.500
VOLUMETRIC_LIGHT=0
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
DESCRIPTION = glass bridge lights
POSITION=-311.13, 11.18, 551.42
DIRECTION=0,-1,0
COLOR= 255,225,250, 0.05
DIFFUSE_CONCENTRATION=0.5
FADE_AT=0.0
FADE_SMOOTH=200.0
RANGE= 25
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.22
SPOT=120
SPOT_SHARPNESS=0.500
VOLUMETRIC_LIGHT=0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = billboards & brake marks glow
MATERIALS = SIGN?, BANNER?,
KEY_0 = ksEmissive
VALUE_0 = 255, 220, 185, 0.00125
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION=reflective
MATERIALS= BRAKE?, ?WEISE?, ?CONE?, DISTANCEMARKER, TWALL?, ROADLINE?, BRIDGE?_ADS?, ADVERTISEMENTS?, BUILDINGL_ADS, PITADS?,
PROP_... = extBounceBack, 2.0
PROP_... = ksDiffuse, 0.5
