[ABOUT]
AUTHOR = Ted Bundy
VERSION = 1.0
DATE_RELEASE = 4/16/2020
NOTES = an edit on Yooper Loop's config for Freedom Factory
 
[LIGHTING]
CAR_LIGHTS_LIT_MULT = 1.0
SPECULAR_MULT = 1.0
LIT_MULT = 1.0
 
[PARTICLES_FX]
FIREWORKS_POS_...= 0, 20, -200
FIREWORKS_POS_...= 300, 20, 0
 
 
[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.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_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
 
[MATERIAL_ADJUSTMENT_0]
MATERIALS = Background,Rail01,TarmacDarkAC,TarmacLightAC,Fence001,FLagBnnnnrrz1,LONG_SHEDmat?,Car ?,Van ?,NYPD,Line White,Line Yellow,Apartment ?,Office ?,Carpark,Motel,SS ?,Bench,Hydrant,Mailbox,Manhole,Signs ?,Traffic Light,Trash,Tarmac Old AC,Sidewalk ?,Grass002,LIGHTA,Powerlines,PowerPole,Stop Sign,Cobble001,Cement005,ConeRed,TyreBlack,TyreRed,Crane,Safety car,Material#1032,post,Top_Pole,Barriers,ContreteBlock01,Fence 2,Fence001,Lime,ASH ?,LIME ?,Ash,YorkshireTrees1,base,baseback,sides,top base,BUILDING-1,Carpark,Motel,Material1,BROAD ?
CONDITION = SEASON_SUMMER
KEY_0 = seasonSummer
VALUE_0 = 1.0
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = summer non specular
 
[MATERIAL_ADJUSTMENT_7]
MATERIALS = Grass 002,mat?,Power Pole,Background,Lime,ASH ?,LIME ?,Alder_leaves,Alder_trunk,Yorkshite Trees 1,BROAD ?,
CONDITION = SEASON_MUD
KEY_0 = seasonMud
VALUE_0 = 1.0
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = mud non specular
 
[INCLUDE: common/materials_track.ini]
[Material_Water]
Materials = water3
Mode = OCEAN
 
VALUE_0_OFF = 0, 0, 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = NIGHT_SMOOTH
 
[MATERIAL_ADJUSTMENT_18]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = Bottom_Glass?,Top_Glass?
KEY_0 = ksEmissive
VALUE_0 = 150,150,150,0.3     ; Candle 1900K - orange
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH
 
[LIGHT_SERIES_8]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = lights
OFFSET = 0,3,0
DIRECTION = NORMAL
CLUSTER_THRESHOLD = 10
SPOT = 100
RANGE_GRADIENT_OFFSET = 0.32
FADE_AT = 600
FADE_SMOOTH = 30
COLOR = 100,75,40,0.4     ; Candle 1900K - orange
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.0
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .1
RANGE = 100
 
[MATERIAL_ADJUSTMENT_20]
ACTIVE = 1
DESCRIPTION = roadlights
MATERIALS = lights
KEY_0 = ksEmissive
VALUE_0 = 205,147,81,0.3     ; Candle 1900K - orange
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH
COLOR = 255, 183, 76, 0.05
VISIBILITY_LEVEL = 2
 
 
[CONDITION_11]
INPUT = wfx_WET
NAME = WET
LUT = (|-1=0|0=0|1=1|)
 
[BASIC]
SUPPORTS_WIND = 1
 
 
 
[GRASS_FX]
GRASS_MESHES = 1GRASS0,GRASS0,1GRASS1,1GRASS2,1GRASS2,
GRASS_MATERIALS = grass7,
OCCLUDING_MATERIALS = Red White Rumble,Rumble2,
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 1.0, 0.5
SHAPE_TIDY = 0, 0
SHAPE_CUT = 0, 0
COLOR_FACTOR = 1.0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
 
 
 
[GRASS_FX_TEXTURE_GROUP_0]
 ; flower grass
PIECE_0 = 0, 1
PIECE_1 = 1, 1
PIECE_1_CHANCE = 35
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 5
PIECE_3 = 3, 1
PIECE_4 = 0, 4
PIECE_4_CHANCE = 10
PIECE_4_SIZE_MULT = 0.2,0.2
 
[GRASS_FX_TEXTURE_GROUP_1]
 ; extra grass converted to sparse tall grass
PIECE_0 = 6, 0
PIECE_0_CHANCE = 1.5
PIECE_0_SIZE_MULT = 1.1,1.3
PIECE_1 = 3, 1, 1, 2
PIECE_1_CHANCE = 1
PIECE_1_SIZE_MULT = 1.0,1.2
PIECE_2 = 8, 1
PIECE_2_CHANCE = 15
PIECE_2_SIZE_MULT = 1.0,1.2
 
[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 = 1
PIECE_2_SIZE_MULT = 1.0,1.2
PIECE_3 = 3, 1, 1, 2
PIECE_3_CHANCE = 1
PIECE_3_SIZE_MULT = 1.0,1.2
 
 
 
[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 1.5
TEXTURE_GROUP_0_CHANCE = 0.5 	; flower grass
TEXTURE_GROUP_1_CHANCE = 0.5	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0.0
MASK_MIN_LUMINANCE = -0.25
MASK_MAX_LUMINANCE = 0.25
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 4.5, 0.7
SHAPE_TIDY = 5, 1
SHAPE_CUT = 0, 0
 
 
[GRASS_FX_CONFIGURATION_B]
TEXTURE_BASE_CHANCE = 3
TEXTURE_GROUP_0_CHANCE = 1.0 	; flower grass
TEXTURE_GROUP_1_CHANCE = 1.0	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.7
MASK_RED_THRESHOLD = 0.0
MASK_MIN_LUMINANCE = -0.25
MASK_MAX_LUMINANCE = 0.25
SHAPE_SIZE = 3, 0.1
SHAPE_TIDY = 0, 0.0
SHAPE_CUT = 0.0, 0.0
 
[GRASS_FX_CONFIGURATION_C]
TEXTURE_BASE_CHANCE = 5.0
TEXTURE_GROUP_0_CHANCE = 0.0	; flower grass
TEXTURE_GROUP_1_CHANCE = 0.0	; extra grass converted to sparse tall grass
TEXTURE_GROUP_2_CHANCE = 1.0      ; wild grass
MASK_MAIN_THRESHOLD = 0.3
MASK_RED_THRESHOLD = 0.0
MASK_MIN_LUMINANCE = 0.0
MASK_MAX_LUMINANCE = 1.0
HEIGHT_MULT = 0.5
EDGE_MULT = 2
COLOR_FACTOR = 0.1
TYPE_OFFSET = 1
TRIM_PERIOD = 365
SHAPE_SIZE = 6, 9
SHAPE_TIDY = 0.0
 
 
[GRASS_FX_ADJUSTMENT_0]
MESHES = 1GRASS0, GRASS0,
MAP = A
 
[GRASS_FX_ADJUSTMENT_1]
MESHES = 1GRASS0, GRASS0,
MAP = B
 
[GRASS_FX_ADJUSTMENT_2]
MATERIALS = grass7,
MAP = C
 
 
[SHADER_REPLACEMENT_...]
MESHES = SOBJ0,SOBJ1
CULL_MODE = DOUBLESIDED
 
 
[BASIC]
SUPPORTS_WIND = 1
 
 
[RAIN_FX]
PUDDLES_MATERIALS = 700_basic,TarmacDarkAC,Cement004,Sand02AC,Background,
PUDDLES_MESHES = ?ROAD??
SOAKING_MATERIALS = 700_basic,TarmacDarkAC,Cement004,Sand02AC,Background,
SOAKING_MESHES = ?ROAD??
SMOOTH_MATERIALS = Cement005,Barriers,Bus??,Car??,Van??,Tents??,MARQUE??,post,GuardRail White,Bench,ConeOrange,ContreteBlock??,PortaLooBlue,Trash
ROUGH_MATERIALS = mat??
LINES_MATERIALS = 
LINES_FILTER_MATERIALS = 
 
 ; 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
 
 ; RELIEF_MATERIALS = '{ dynamic:no & !Bx? }'  ; broken atm
