[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.ini, common/custom_emissive.ini, common\grass_fx.ini, common/Benner900conditions.ini, common/materials_base.ini, common/conditions_blm.ini

[LIGHTING]
LIT_MULT = 1.0
SPECULAR_MULT = 1.0
CAR_LIGHTS_LIT_MULT = 1.0

[LIGHT_POLLUTION]
ACTIVE = 1
COLOR = 1, 1, 1
DENSITY = 0.2
RADIUS_KM = 2

[BOUNCED_LIGHT]
SUPPORTED=1
SURFACE_MATERIALS=?

[DISTANT_GLOW]
THRESHOLD = 25
SHARED_THRESHOLD = 25

[SPECTATORS]
MESHES = ?people?


;;;;;;;;;;;;;; PARTICLES FX ;;;;;;;;;;;;;;;

[PARTICLES_FX]
FIREWORKS_POS_0 = 428, 7, -2
FIREWORKS_POS_1 = 248 , 7, -131
FIREWORKS_POS_2 = 302 , 8, -6.5

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

[RAIN_FX]
PUDDLES_MATERIALS =?,
PUDDLES_MESHES = 
SOAKING_MATERIALS =
SOAKING_MESHES = 
SMOOTH_MATERIALS = 
SMOOTH_MESHES =   
ROUGH_MATERIALS = 
LINES_MATERIALS = 
RELIEF_MATERIALS = '{ dynamic:no & !Bx? }'

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

[GRASS_FX]
GRASS_MATERIALS = grass, sand
GRASS_MESHES = 
OCCLUDING_MATERIALS_ALPHA = 
OCCLUDING_MATERIALS = kerbs, Caucho? , asphalt_???, 
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 = 1.75, 2.0
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 = 4, 4 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 4, 2
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 = 1.1, 2.0
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.0025
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -5
MASK_MAX_LUMINANCE = 5
 
[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 = 1.0, 2.0
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 = 
MAP = B

[GRASS_FX_CONFIGURATION_C]
SHAPE_SIZE = 1.0, 2.0
TRIM_PERIOD = THURSDAY
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 1.750 ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 0.001 ; chance of second group to spawn
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE =-5
MASK_MAX_LUMINANCE =5
 
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = 
MAP = C

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

[Material_Water]
Type=POND
UseNormalMapTwice=0
UseAlphaFromDiffuse=1
UseRecommendedTextures=1

[Material_Water]
Materials = water
Type = POND


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

[LIGHT_SERIES_...]
MATERIALS = VEH_GLASS
OFFSET = 0,0,0
CLUSTER_THRESHOLD = 10
COLOR = 255,235,235,0.03
SPOT = 130
RANGE = 220
FADE_AT = 1000
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.45
DIRECTION = NORMAL
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.95
ACTIVE = 1
DESCRIPTION = generator lights
SINGLE_FREQUENCY = 0.4
SPECULAR_MULT = 0.15
CONDITION = SMOOTH_SUN_A
SHADOWS_SPOT = 180
SHADOWS_RANGE = 180
SHADOWS_CLIP_PLANE = 1
SHADOWS_BOOST = 8

[MATERIAL_ADJUSTMENT_0]
MATERIALS = VEH_GLASS
CONDITION = SMOOTH_SUN_A
KEY_0 = ksEmissive
VALUE_0 = 255,235,235, 0.6
VALUE_0_OFF = 0, 0, 0
BLEND_MODE = ALPHA_TEST
ACTIVE = 1
DESCRIPTION = generator lights glow

;;;;;;;;;;;;;; STREET LIGHTS ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
DESCRIPTION = Street Lights
MATERIALS = LIGHTS
CONDITION = SMOOTH_SUN_A
OFFSET = 0,0,0
DIRECTION = NORMAL
SPOT = 200
RANGE = 60
FADE_AT = 700
FADE_SMOOTH = 25
CLUSTER_THRESHOLD = 10
DIFFUSE_CONCENTRATION = 0.50
COLOR = 255,255,200,0.025
SPOT_SHARPNESS = 0.45
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.95
ACTIVE = 1

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = Street Lights
MATERIALS=LIGHTS
VALUE_0=255,255,200,0.50
VALUE_0_OFF=0, 0, 0
CONDITION = SMOOTH_SUN_A
BLEND_MODE = APLHA_TEST
KEY_0 = ksEmissive
ACTIVE = 1
