-------------------------------------------------------------------
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = BODY
[Material_CarPaint_Solid]
FresnelMax = 0.4
FresnelC = 0.09
AmbientSpecular = 0.4
ClearCoatThickness = 0.05
SpecularBase = 0.1, 50
SpecularSun = 0.5, 1500
BrightnessAdjustment = 1.0



------------------------------------------------------------------------


[DEFORMING_HOOD]
NAME = damage_hood    ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.02       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.06       ; how far would it offset at the far end
BULGING_EXTRA = 0.0       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.2   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  
WIND_AMPLITUDE_MULT = 1        
WIND_FREQUENCY_MULT = 1   
WIND_OFFSET = 0.03  

[WIPERS_TRACE_...]
SURFACE = GEO_CYRSTALS_SUB1
WIPERS = Empty_001 , Empty_002


////////////////////////////SIGNAL LIGHTS////////////////////////////

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=BLINKERS_DASHBOARD_R
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=EXT_front_blinker_R
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=BLINKERS_FENDER_LIGHT_R
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=REAR_LIGHTS_NEW_SIGNAL_R
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=EXT_Blinker_R
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=BLINKERS_DASHBOARD_L
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=EXT_front_blinker_L
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=BLINKERS_FENDER_LIGHT_L
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=REAR_LIGHTS_NEW_SIGNAL_L
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=EXT_Blinker_L
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


////////////////////////////LIGHTS REVERSE////////////////////////////
[EMISSIVE_REVERSE_0]
NAME = REAR_LIGHTS_REVERSE ; name (one or more) of a mesh to glow
COLOR = 100, 90, 80          ; glowing color if condition is met
LAG = 0.83                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.5      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
