[INCLUDE: common/grass_fx.ini]

[GRASS_FX]
GRASS_MATERIALS=Background,
OCCLUDING_MATERIALS=mat9,Dirt2,DirtDiff2,Tarmac003,Dirt
OCCLUDING_MATERIALS_ALPHA=
OCCLUDING_MESHES=
HEIGHT_MULT=15
EDGE_MULT =0
COLOR_FACTOR =0
TYPE_OFFSET = 0
SHAPE_SIZE=15
SHAPE_TIDY=0
SHAPE_CUT=0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
 
[GRASS_FX_TEXTURE_GROUP_0]
 ; flower grass
PIECE_0 = 2, 1
PIECE_1 = 3, 1
PIECE_1_CHANCE = 1
PIECE_2 = 4, 1
PIECE_2_CHANCE = 1
PIECE_3 = 6, 1
PIECE_4 = 8, 1
PIECE_4_CHANCE = 1
PIECE_4_SIZE_MULT = 1,1
 
[GRASS_FX_TEXTURE_GROUP_1]
 ; extra grass converted to sparse tall grass
PIECE_0 = 4, 1
PIECE_0_CHANCE = 1
PIECE_0_SIZE_MULT = 1,1
PIECE_1 = 3,  1
PIECE_1_CHANCE = 1
PIECE_1_SIZE_MULT = 1,1
PIECE_2 = 2, 1
PIECE_2_CHANCE = 1
PIECE_2_SIZE_MULT = 1,1
 
[GRASS_FX_TEXTURE_GROUP_2]
 ; super tall grass
PIECE_0 = 1, -1
PIECE_0_CHANCE = 1.0
PIECE_0_SIZE_MULT = 1.0,1.2
PIECE_0= 2, 1
PIECE_0_CHANCE= 1
PIECE_0_SIZE_MULT= 1.0,1.2
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 100
PIECE_2_SIZE_MULT = 1.0,1.2
PIECE_3 = 3, 1, 1, 2
PIECE_3_CHANCE = 100
PIECE_3_SIZE_MULT = 1.0,1.2
 
 
 
[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 100
TEXTURE_GROUP_0_CHANCE = 100	; flower grass
TEXTURE_GROUP_1_CHANCE = 100	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 1.0
MASK_RED_THRESHOLD = 0.005
MASK_MIN_LUMINANCE = -0.25
MASK_MAX_LUMINANCE = 0.25
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 4, 2
SHAPE_TIDY = 1, 1
SHAPE_CUT = 1, 1

 
[GRASS_FX_CONFIGURATION_B]
TEXTURE_BASE_CHANCE = 0
TEXTURE_GROUP_0_CHANCE = 0.0 	; flower grass
TEXTURE_GROUP_1_CHANCE = 0.0	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 0
SHAPE_SIZE = 0
SHAPE_TIDY = 0
SHAPE_CUT = 0.0, 0.0
 
[GRASS_FX_CONFIGURATION_C]
TEXTURE_BASE_CHANCE = 3.0
TEXTURE_GROUP_0_CHANCE = 0.0	; flower grass
TEXTURE_GROUP_1_CHANCE = 0	; extra grass converted to sparse tall grass
TEXTURE_GROUP_2_CHANCE = 0.0  ; wild grass
MASK_MAIN_THRESHOLD = 0.2
MASK_RED_THRESHOLD = 0.09
MASK_MIN_LUMINANCE = 0.0
MASK_MAX_LUMINANCE = 1.0
HEIGHT_MULT = 0.5
EDGE_MULT = 5
COLOR_FACTOR = 0.1
TYPE_OFFSET = 1
TRIM_PERIOD = 365
SHAPE_SIZE = 6, 9
SHAPE_TIDY = 0.0
 
[GRASS_FX_ADJUSTMENT_0]
MESHES = 
MAP = A
 
[GRASS_FX_ADJUSTMENT_1]
MESHES = 
MAP = B
 
[GRASS_FX_ADJUSTMENT_2]
MATERIALS = Background
MAP = 0, 1, 0

; Adjustment can also use several configurations at once, with a custom blending
MAP = 0.8, 0.5, 0.2, 0.0  ; 80% of configuration A, then 50% of B, then 20% of C

[EXTRA_FX]
FORCE_GRASSFX_GBUFFER_PASS = 1

[TYRES_FX]
GRASS_COLOR_A = 52, 80, 48, 0.006
GRASS_COLOR_B = 42, 51, 34, 0.006
DIRT_COLOR_A = 153, 136, 101, 0.004
DIRT_COLOR_B = 81, 72, 56, 0.004

[DIRT]
DIRT_COLOR_A = 153, 136, 101, 0.004  ; first dirt color
DIRT_COLOR_B = 81, 72, 56, 0.004     ; second dirt color
GRASS_COLOR_A = 52, 80, 48, 0.006    ; first grass color
GRASS_COLOR_B = 42, 51, 34, 0.006    ; second grass color
DIRT_GAIN = 1.0                      ; how fast dirt would be accumulated
DIRT_FADE_GAIN = 1.0                 ; how fast dirt would fade
GRASS_GAIN = 1.0                     ; how fast grass would be accumulated
GRASS_FADE_GAIN = 1.0                 ; how fast grass would fade

[REFLECTIONS_FX]
MULTILAYER_REFLECTIONS_MULT=1

[SS_LIGHTING]
; Extra space-screen lighting (e.g. sparks)
ENABLED=1 ; Active; 1 or 0
DEBUG=0 ; Debug view; 1 or 0
SCALE=1 ; Resolution; from 0.1 to 1, perc.

[LIGHT_BOUNCE]
; Simple light bounce emulation for supported tracks (requires space-screen lighting)

ENABLED=1 ; Active; 1 or 0; only with SS_LIGHTING/ENABLED

[BASIC]
SUPPORTS_WIND = 1

[WIND]
MATERIALS = 
MESH = 
TREES_NORMALIZATION=0.3, 2
DYNAMIC_FLAGS = AUTO         ; Valid values: NONE, AUTO, or regular mesh filter
TREES_NORMALIZATION = 0.8, 1  ; Stretch trees normalization area so original 0.9 would become 0
GRASS_NORMALIZATION = 0.8, 1  ; Stretch grass normalization area so original 0.9 would become 0
RANDOMIZED_OFFSET_BASE = 4.0            ; ? 4.f
RANDOMIZED_OFFSET_REL = 0.0             ; ? 0.5f
RANDOMIZED_OFFSET_CHANGE_SPEED = 5.0    ; ? 5.f
RANDOMIZED_OFFSET_CHANGE_MAX = 0.0      ; ? 0.8f


[INCLUDE: common/conditions.ini]

[CONDITION_0]
NAME = SHARP_SUN_A
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0

[CONDITION_1]
NAME = SMOOTH_SUN_A
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0.97

[CONDITION_2]
NAME = SHARP_SUN_B
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0

[CONDITION_3]
NAME = SMOOTH_SUN_B
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0.97

[CONDITION_4]
NAME = NIGHT_SMOOTH
INPUT = TIME
LUT = (|0=1|25200=1|25200=0|64800=0|64800=1|86400=1|)
LAG = 0.97

[CONDITION_5]
NAME = SEASON_SUMMER
INPUT = YEAR_PROGRESS
LUT = (|0=1|0.45=0|0.6=0.85|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0

[CONDITION_6]
NAME = SEASON_WINTER
INPUT = YEAR_PROGRESS
LUT = (|0=0.75|0.075=1|0.2=0|0.8=0|0.9=0.5|1=0.75|)
LAG = 0

[CONDITION_7]
NAME = SEASON_AUTUMN
INPUT = YEAR_PROGRESS
LUT = (|0=1|0.2=0|0.45=0|0.6=0.25|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0

[CONDITION_8]
NAME = SEASON_MUD
INPUT = YEAR_PROGRESS
LUT = (|-1=0|-1=0|0=0|0.1=0|0.2=0.65|0.3=0|0.71=0|0.8=0.7|0.9=0|1=0|)
LAG = 0

[CONDITION_11]
INPUT = wfx_WET
NAME = WET
LUT = (|-1=0|0=0|1=1|)

[INCLUDE: common/materials_track.ini]
[Material_Water]
Materials = water
Meshes = 
Mode = POND
Type = 
UseNormalMapTwice = 0         ; use txNormal as secondary normal map
UseAlphaFromDiffuse = 0         ; use alpha-channel from txDiffuse for blending
UseAlphaFromNormal = 0          ; use alpha-channel from txNormal for blending
UseRecommendedTextures = 1      ; use recommended textures for water normals
UseRecommendedDetailTexture = 0 ; same, but only for secondary normals texture
UnevenWaterFix = 0              ; increase for uneven water meshes. messes up distant reflections 
                                ; a bit, but reduces dark self-reflecting artifacts

[LIGHT_SERIES_1]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 420Light
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 
SPOT_SHARPNESS = 0
RANGE = 50
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 0
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 0.225
COLOR = 51,51,41,0.08
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_2]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = zone_drift
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 
SPOT_SHARPNESS = 
RANGE = 2
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.225
COLOR = 51,51,91,0.09
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_3]
ACTIVE = 1
VISIBILITY_LEVEL = 
DESCRIPTION = White Track Light
MATERIALS = sponsor1
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 10
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.125
COLOR = 51,51,41,0.09
COLOR_OFF = 0
CLUSTER_THRESHOLD =
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_4]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = CARPORT_FRAME
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 5
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.925
COLOR = 51,51,51,0.1
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_5]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 5
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.725
COLOR = 61,61,21,0.06
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_6]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 70
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.925
COLOR = 71,61,41,0.06
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_7]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 50
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.725
COLOR = 255,255,255,0.03
COLOR_OFF = 0
CLUSTER_THRESHOLD =30
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_8]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 50
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 0
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 0.525
COLOR = 255,255,755,0.08
COLOR_OFF = 0
CLUSTER_THRESHOLD =30
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_9]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 5
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.925
COLOR = 255,255,755,0.09
COLOR_OFF = 0
CLUSTER_THRESHOLD =1
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_10]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = White Track Light
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 50
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.725
COLOR = 55,55,55,0.03
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_11]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = 
MATERIALS = 
MESHES =
OFFSET = 0,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 0
RANGE = 2
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 
FADE_SMOOTH = 
DIFFUSE_CONCENTRATION = 0.525
COLOR = 155,155,955,0.05
COLOR_OFF = 0
CLUSTER_THRESHOLD =0
CONDITION = NIGHT_SMOOTH







SUPPORTED = 0 ; this one is simple, sets that track supports bounced lights
SURFACE_MATERIALS = ? ; list of materials bouncing light back, default value is 1
OBJECT_MATERIALS = ; list of objects: they are excluded from light map completely, add here things like billboards, signs, walls, rails, anything that is not a flat surface casting light back up
SPOT_MATERIALS = ; list of objects which would contribute to bounced light without altering surface height. for example, on Black Cat County, rocks are listed here, so they would bounce light back, but won’t affect ground height
OCCLUDING_MATERIALS = ; list of objects which will be drawn as black, thus casting shadow on the ground
CLIP_POINT_... = 192, 79, 494 ; list of clip points (more about it a bit later)

[RAIN_FX]
PUDDLES_MATERIALS = _6,OBJ31
PUDDLES_MESHES = ?ROAD??,
SOAKING_MATERIALS = 
SOAKING_MESHES = 
SMOOTH_MATERIALS =
ROUGH_MATERIALS = 
LINES_MATERIALS = 
LINES_FILTER_MATERIALS = 
STREAM_EDGE_01 = -48.53, 23.81, 101.34 , -44.22, 23.9, 114.01
STREAM_EDGE_02 = -40.38, 23.81, 98.5 , -36.21, 24.06, 111.26
STREAM_EDGE_03 = -62.28, 30, -199.72 , -64.79, 30.05, -200.97
STREAM_EDGE_04 = -27.64, 22.62, 97.41 , -29.31, 22.68, 96.78
STREAM_EDGE_05 = -18.7, 36.79, -232.07 , -17.11, 37.09, -232.11
STREAM_EDGE_06 = -8.07, 36.78, -197.61 , -7.71, 37.12, -199.14
STREAM_EDGE_07 = 18.19, 36.78, -222.45 , 16.45, 37.14, -222.73
STREAM_EDGE_08 = -1.35, 36.76, -263.88 , -3.03, 37.09, -262.83
STREAM_EDGE_09 = -33.56, 37.02, -282.58 , -33.7, 37.36, -280.62
STREAM_EDGE_10 = -61.83, 36.78, -254.43 , -60.63, 37.13, -255.82
STREAM_EDGE_11 = -61.96, 36.82, -227.78 , -60.11, 37.12, -227.85
STREAM_EDGE_12 = -95.42, 36.79, -282.47 , -94.22, 37.14, -281.02
STREAM_EDGE_13 = -93.07, 36.86, -249.24 , -91.12, 37.12, -248.99
STREAM_EDGE_14 = -70.39, 36.8, -204.12 , -70.34, 37.16, -205.84
STREAM_EDGE_15 = -60.51, 32.5, -198.74 , -66.29, 32.49, -201.57
STREAM_EDGE_16 = -59.22, 32.24, -174.05 , -57.3, 32.56, -174.09
STREAM_EDGE_17 = -65.44, 32.23, -87.67 , -63.53, 32.55, -87.7
STREAM_EDGE_18 = -68.19, 32.68, -44.91 , -66.49, 33.06, -44.92
STREAM_EDGE_19 = -64.02, 33.41, 10.98 , -61.92, 33.69, 11.03
STREAM_EDGE_20 = -43.74, 31.32, 62.42 , -41.68, 31.63, 62.42
STREAM_EDGE_21 = -38.02, 30.26, 93.97 , -36.33, 30.58, 93.11
STREAM_EDGE_22 = -90.59, 31.98, 94.86 , -89.11, 32.28, 96.15
STREAM_EDGE_23 = -81.25, 30.2, 150.78 , -80.58, 30.55, 149.01
STREAM_EDGE_24 = -46.05, 28.33, 123.27 , -45.91, 28.68, 125.18
STREAM_EDGE_25 = -27.19, 26.08, 149.39 , -25.56, 26.38, 148.1
STREAM_EDGE_26 = 6.3, 24.59, 200.7 , 7.53, 24.94, 199.19
STREAM_EDGE_27 = 39.2, 25.07, 195.58 , 38.73, 25.4, 197.53
STREAM_EDGE_28 = 67.43, 25.78, 173.73 , 69.19, 26.1, 173.6
STREAM_EDGE_29 = 16.41, 26.47, 132.29 , 15.54, 26.81, 133.97
STREAM_EDGE_30 = 19.41, 26.18, 75.21 , 20.06, 26.49, 76.88
STREAM_EDGE_31 = 35.6, 21.22, 86.32 , 35.81, 21.21, 86.98
STREAM_EDGE_32 = 40.46, 29.1, 33.54 , 40.05, 29.43, 35.52
STREAM_EDGE_33 = -17.09, 32.25, 18.95 , -19.06, 32.57, 19.17
STREAM_EDGE_34 = 17.14, 30.55, -26.98 , 19.12, 30.86, -26.95
STREAM_EDGE_35 = -19.84, 30.92, -54.87 , -21.85, 31.23, -54.25
STREAM_EDGE_36 = -11.91, 30.18, -92.69 , -13.77, 30.5, -93.36
STREAM_EDGE_37 = -9.4, 29.49, -123.13 , -11.21, 29.82, -122.3
STREAM_EDGE_38 = -44.94, 30.29, -138.97 , -44.75, 30.62, -137.13
STREAM_EDGE_39 = -102.47, 31.89, -148.67 , -100.58, 32.22, -148
STREAM_EDGE_40 = -127.32, 32.71, 35.72 , -125.62, 33.03, 34.83
STREAM_EDGE_41 = -133.49, 31.65, 104.39 , -134.93, 31.96, 103.16
STREAM_EDGE_42 = -115.26, 29.22, 186.47 , -117.27, 29.54, 186.47
STREAM_EDGE_43 = -40.21, 26.55, 112.34 , -44.37, 23.96, 113.71
STREAM_EDGE_44 = -39.9, 26.47, 112.53 , -35.95, 23.86, 111.15
STREAM_EDGE_45 = -40.39, 23.77, 98.5 , -44.16, 25.96, 99.78
STREAM_EDGE_46 = -48.61, 23.79, 101.43 , -44.56, 26.19, 99.92
STREAM_EDGE_47 = -54.78, 21.23, 114.27 , -53.41, 21.23, 118.44
STREAM_EDGE_48 = -53.37, 21.23, 118.52 , -50.27, 21.23, 117.49
STREAM_EDGE_49 = -51.63, 21.23, 113.24 , -54.8, 21.23, 114.26
STREAM_EDGE_50 = -51.26, 21.23, 114.17 , -46.59, 21.23, 112.57
STREAM_EDGE_51 = -50.49, 21.23, 116.47 , -45.68, 21.23, 114.84
STREAM_EDGE_52 = 111.87, 20.58, 172.65 , 107.18, 20.56, 170.61
STREAM_EDGE_53 = 109.04, 20.64, 166.39 , 113.71, 20.63, 168.49
STREAM_EDGE_54 = 108.95, 20.52, 166.46 , 107.19, 20.52, 170.47
STREAM_EDGE_55 = 113.04, 18.11, 173.22 , 114.77, 18.11, 169.55
STREAM_EDGE_56 = 98.94, 26.3, 17.87 , 97.85, 26.64, 16.23
STREAM_EDGE_57 = 85.82, 21.87, -91.67 , 79.07, 21.79, -95.88
STREAM_EDGE_58 = 79.05, 21.71, -95.89 , 83.81, 21.8, -103.14
STREAM_EDGE_59 = 84.03, 21.71, -103.3 , 90.26, 21.78, -99.31
STREAM_EDGE_60 = 90.35, 21.72, -98.99 , 85.72, 21.74, -91.54
STREAM_EDGE_61 = 92.26, 23.74, -100.05 , 86.35, 23.74, -90.04
STREAM_EDGE_62 = 98.64, 23.75, -96.34 , 92.76, 23.71, -86.39
STREAM_EDGE_63 = 86.51, 23.61, -90.13 , 87.97, 26.25, -89.62
STREAM_EDGE_64 = 88.05, 26.36, -89.39 , 89.12, 27.33, -87.64
STREAM_EDGE_65 = 89.29, 27.46, -87.64 , 91.26, 26.14, -87.15
STREAM_EDGE_66 = 91.48, 26.04, -87.06 , 92.68, 23.63, -86.36
STREAM_EDGE_67 = 98.6, 23.75, -96.33 , 97.43, 26.03, -97.05
STREAM_EDGE_68 = 97.29, 26.2, -97.1 , 95.49, 27.52, -98.2
STREAM_EDGE_69 = 95.34, 27.44, -98.29 , 93.57, 26.18, -99.31
STREAM_EDGE_70 = 93.44, 26.01, -99.35 , 92.3, 23.74, -100.09
STREAM_EDGE_71 = 
STREAM_EDGE_72 = 
STREAM_EDGE_73 = 
STREAM_EDGE_74 = 
STREAM_EDGE_75 = 
STREAM_EDGE_76 = 
STREAM_EDGE_77 = 
STREAM_EDGE_78 = 
STREAM_EDGE_79 = 


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;asphalt lights
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONDITION_...]
NAME = BLINK
INPUT = ONE
FLASHING_FREQUENCY = 4
FLASHING_SMOOTHNESS = 1
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = green
MATERIALS = 
MESHES = 
KEY_0 = ksEmissive
VALUE_0 = 0,255,0,0.5
VALUE_0_OFF = 0
CONDITION = BLINK

; you can use ..._MESHES = counter-part too!

; define edges or points from where rain should drip down...
STREAM_EDGE_... = -42.26, -0.21, -21.81, -1173.6, 39.5, -1750.2  ; x1,y1,z1 , x2,y2,z2
STREAM_POINT_... = -42.26, -0.21, -21.81, 38.48, -1411.69                ; x,y,z

[LIGHTING]
SPECULAR_MULT=1.0
LIT_MULT=1.0
