[INCLUDE: common/conditions.ini]
[INCLUDE: common/materials_track.ini]
[INCLUDE: common/grass_fx.ini]

[BASIC]
SUPPORTS_WIND = 1

; ---------------- GRASS FX ----------------
[GRASS_FX]
GRASS_MATERIALS = Background
OCCLUDING_MATERIALS = Rumble2, rock_001, rock_003, rock_002, sml_rock_003,TarmacLightAC, ContreteBlock01
ORIGINAL_GRASS_MATERIALS = 
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 20.0, 3
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 = 10
PIECE_3 = 3, 1
PIECE_4 = 0, 4
PIECE_4_CHANCE = 15
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 = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 4.5, 2
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 = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
SHAPE_SIZE = 3, 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 = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
HEIGHT_MULT = 0.5
EDGE_MULT = 2
COLOR_FACTOR = 0.1
TYPE_OFFSET = 1
TRIM_PERIOD = 165
SHAPE_SIZE = 5
SHAPE_TIDY = 0.0
 
 
[GRASS_FX_ADJUSTMENT_0]
MATERIALS = Background
MAP = A
 
[GRASS_FX_ADJUSTMENT_1]
MATERIALS = Background
MAP = B
 
[GRASS_FX_ADJUSTMENT_2]
MATERIALS = Background
MAP = C

____________________________________

[RAIN_FX]
PUDDLES_MATERIALS = Tarmac Dark
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


________________________________

[INCLUDE: common/materials_track.ini]
[Material_Water]
Materials = Tarmac Dark
Mode = OCEAN

____________________________________

[LIGHT_SERIES_...]
MESHES = OBJ1_SUB2, OBJ0_SUB2, OBJ53_SUB1
MATERIALS =
OFFSET = X, Y, Z  ; optional offset in meters

DIRECTION=NORMAL

ACTIVE = 1
DESCRIPTION = my light

; Shape
SPOT = 175  ; or 0 by default for line lights
SPOT_SHARPNESS = 0.1
RANGE = 50
RANGE_GRADIENT_OFFSET = 0.18

; Light
COLOR = 255, 230, 146, 0.05
SPECULAR_MULT = 
SINGLE_FREQUENCY = 0
DIFFUSE_CONCENTRATION = 0.88
CONDITION = NIGHT_SMOOTH
CONDITION_OFFSET =  ; by default is not set

; How light source fades with distance (for performance reasons)
FADE_AT = 200
FADE_SMOOTH = 50

[MATERIAL_ADJUSTMENT_1]
DESCRIPTION=Track lighting bulb glow
MESHES=OBJ1_SUB2
ACTIVE=1
CONDITION=NIGHT_SMOOTH
KEY_0=ksEmissive
VALUE_0= 255, 230, 146, 0.13
VALUE_0_OFF= 0, 0, 0

[MATERIAL_ADJUSTMENT_2]
DESCRIPTION=Track lighting bulb glow
MESHES=OBJ0_SUB2
ACTIVE=1
CONDITION=NIGHT_SMOOTH
KEY_0=ksEmissive
VALUE_0= 255, 230, 146, 0.13
VALUE_0_OFF= 0, 0, 0

[MATERIAL_ADJUSTMENT_3]
DESCRIPTION=Track lighting bulb glow
MESHES=OBJ53_SUB1
ACTIVE=1
CONDITION=NIGHT_SMOOTH
KEY_0=ksEmissive
VALUE_0= 255, 230, 146, 0.13
VALUE_0_OFF= 0, 0, 0

[LIGHT_POLLUTION]
RELATIVE_POSITION=0,0,0   ; all values in KM except density/color of course
RADIUS_KM=1
DENSITY=0.95           ; percent/100
COLOR=1,0.90,0.57        ; r,g,b
CONDITION=NIGHT_SMOOTH