[INCLUDE]
INCLUDE = common\conditions.ini, common\materials_base.ini, common\materials_track.ini

[BASIC]
SUPPORTS_WIND = 1

[WIND]
DYNAMIC_FLAGS = AUTO

;;;;;;;;;;;;;; RAINFX ;;;;;;;;;;;;;;;

[RAIN_FX]
PUDDLES_MATERIALS = ?
ROUGH_MATERIALS = DIRT5_BAKE, GRAS_1_BAKE, BSAND_2_BAKE
RELIEF_MATERIALS = '{ dynamic:no & !Bx? }'

;;;;;;;;;;;;;; GRASSFX ;;;;;;;;;;;;;;;

[GRASS_FX]
GRASS_MATERIALS = DIRT5_BAKE, GRAS_1_BAKE
GRASS_MESHES = 
OCCLUDING_MATERIALS_ALPHA =
OCCLUDING_MATERIALS = RMBL?, ROAD_RED2_BAKE
ORIGINAL_GRASS_MATERIALS = 
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -5
MASK_MAX_LUMINANCE = 5
SHAPE_SIZE = 2.75, 4.0
HEIGHT_MULT = 0.3
COLOR_FACTOR = 1.6
SHAPE_TIDY = 0
SHAPE_CUT = 0
TRIM_PERIOD= 365
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3 
 
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 21 slots
PIECE_2_CHANCE = 0.1
 
 ; configuration A for shorter near grass
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 2.0, 3.0
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.0025
MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS =
MAP = A
 
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_3 = 3, 1, 1, 2 ; piece taking 12 slots, the one with purple flowers
PIECE_3_CHANCE = 0.5
PIECE_3_SIZE_MULT = 1.3 ; default size multiplier is based on size in cells, overriding
PIECE_4 = 6, 2, 1, 1 ; yellow flowers
PIECE_4_CHANCE = 0.35
PIECE_4_SIZE_MULT = 1.5 ; default size multiplier is based on size in cells, overriding
PIECE_5 = 7, 2, 1, 1 ; blue flowers
PIECE_5_CHANCE = 0.75
PIECE_5_SIZE_MULT = 1.5 ; default size multiplier is based on size in cells, overriding
PIECE_6 = 8, 2, 1, 1 ; red flowers
PIECE_6_CHANCE = 0.5
PIECE_6_SIZE_MULT = 1.2 ; default size multiplier is based on size in cells, overriding
 
; configuration B for shorter grass
[GRASS_FX_CONFIGURATION_B]
SHAPE_SIZE = 2.0, 3.0
TRIM_PERIOD = THURSDAY
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.12  ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 50 ; chance of second group to spawn
MASK_MAIN_THRESHOLD = -2
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRAS_1_BAKE
MAP = B

[GRASS_FX_CONFIGURATION_C]
SHAPE_SIZE = 2.0, 3.0
TRIM_PERIOD = THURSDAY
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.2 ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 0.001 ; chance of second group to spawn
MASK_MAIN_THRESHOLD = -2
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = DIRT5_BAKE
MAP = C

;;;;;;;;;;;;;; HIDE SPECTATORS ;;;;;;;;;;;;;;;

[SPECTATORS]
MESHES = ?public?, ?crowd?, ?people?

;;;;;;;;;;;;;; FLAG FLASH ;;;;;;;;;;;;;;;

[CONDITION_0]
NAME=
INPUT=FLAG_TYPE
LUT=(|0=0,0,0|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|13=0,0,0|14=1,1,1|)
FLASHING_FREQUENCY=5
FLASHING_SMOOTHNESS=0

[MATERIAL_ADJUSTMENT_0]
ACTIVE = 1
DESCRIPTION = digital flags flash
VISIBILITY_LEVEL = 0
MATERIALS = 
KEY_0 = ksEmissive
VALUE_0 = 255, 255, 255, 0.132
KEY_1 = ksAlphaRef
VALUE_1 = -193
KEY_2 = ksDiffuse
VALUE_2 = 0
INPUT_STAY_FOR = 2
INPUT_CHANGE_DELAY = 0
CONDITION = RACING_FLAG_FLASH

;;;;;;;;;;;;;; TRACK LIGHTS ;;;;;;;;;;;;;;;

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = Track lights 
MATERIALS = 
Resolution =256,256 
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 0, Start = "141, 14", Size = "80, 65", CornerRadius=0.0

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Track Lights
VISIBILITY_LEVEL=0
MATERIALS= MANTORP_BRIDGE_LAMP_LIGHT, TOWER_LIGHT2
CONDITION=NIGHT_SMOOTH
OFFSET=0,5,0
DIRECTION=NORMAL
DIRECTION=0,-2,0
SPOT=155
RANGE=50
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=700
FADE_SMOOTH=25
CLUSTER_THRESHOLD=20
DIFFUSE_CONCENTRATION=0.50
COLOR=255,255,200,0.025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = Track lights
MATERIALS= MANTORP_BRIDGE_LAMP_LIGHT, TOWER_LIGHT2
KEY_...=ksEmissive
VALUE_0=200,200,200,0.50
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION=windows on houses
MATERIALS= 
KEY_0=ksEmissive
VALUE_0=260,260,260,0.032
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION=windows on houses
MATERIALS= MATERIAL #3835_BAKE
KEY_0=ksEmissive
VALUE_0=20,20,30,0.032
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0
CONDITION=NIGHT_SMOOTH

;;;;;;;;;;;;;; OCEAN, LAKE, RIVER ;;;;;;;;;;;;;;;

[Material_Water]
Meshes=water.ddsterrain38-3
Type=LAKE
UseNormalMapTwice=0
UseAlphaFromDiffuse=0
UseRecommendedTextures=1
