[ABOUT]
DATE_RELEASE = 28/08/2025
NOTES = GRANADA SIERRA MALAFOLLA
VERSION = 1.1
AUTHOR = UrbanCommunity


[BASIC]
SUPPORTS_WIND = 1

[INCLUDE]
INCLUDE = common/all_conditions.ini, common/materials_track.ini, common/grass_fx.ini, digiclock47_conditions.ini

!----GrassFX----!

[GRASS_FX]
; Spawning areas
GRASS_MATERIALS = Background, TarmacLightCracked, TarmacDarkCracked            ; list of materials to spawn grass on top of
GRASS_MESHES = 1GRASS1, 1GRASS0                ; same for meshes
OCCLUDING_MATERIALS =        ; list of occluding materials: for example, road mesh covering grass mesh, adding road material here would stop grass from showing through the road
OCCLUDING_MESHES =1ROAD3, 1ROAD2, 1ROAD1, 1ROAD4, 1ROAD5           ; same for meshes
OCCLUDING_MATERIALS_ALPHA =  ; list of smoothly occluding materials: imagine a piece of grass and a piece of sand on top, smoothly blending out showing grass, add sand 
material here for transition to work nicely
TEXTURE = ksGrass/rocks.dds
TEXTURE = ksGrass/highlands.dds
OCCLUDING_MESHES_ALPHA =     ; same for meshes
ORIGINAL_GRASS_MATERIALS =   ; list original grass materials to hide them if Grass FX is active

[GRASS_FX]
; Spawn mask settings
MASK_MAIN_THRESHOLD = 3  ; how saturated (with green) should the surface be (not real saturation, could be more than 1)
MASK_RED_THRESHOLD = 2  ; offsets target color from green to yellow and red, if set high enough
MASK_MIN_LUMINANCE = -0.1  ; minimum luminance to spawn grass on
MASK_MAX_LUMINANCE = 0.1  ; maximum luminance

[GRASS_FX_MATERIAL]
GRASS_MATERIALS = TarmacLightCracked
TEXTURE = ksGrass/tx_grass_gravel.dds
DENSITY = 0.4
MIN_SIZE = 0.6
MAX_SIZE = 1.2


[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0_CHANCE = 0.5
PIECE_1_WIND = 0.5
PIECE_1_SIZE_MULT = 1, 6
PIECE_0_WIND = 0.5
PIECE_0_SIZE_MULT = 1.2, 1.4
PIECE_1_CHANCE = 0.05
PIECE_1 = 4, 1, 1, 2
PIECE_0 = 3, 1, 1, 2

[GRASS_FX_TEXTURE_GROUP_1]
PIECE_2_CHANCE = 5
PIECE_0 = 0, 1
PIECE_2 = 1, 2, 2, 1
PIECE_1_CHANCE = 50
PIECE_1 = 1, 1

[GRASS_FX_CONFIGURATION_A]
SHAPE_TIDY = 0
MASK_MAIN_THRESHOLD = 0.7
TEXTURE_BASE_CHANCE = 1
SHAPE_SIZE = 6, 1
TEXTURE_GROUP_0_CHANCE = 0.2

[GRASS_FX_CONFIGURATION_B]
TEXTURE_GROUP_1_CHANCE = 0.61
MASK_MAIN_THRESHOLD = 0.7
TEXTURE_BASE_CHANCE = 0.81
SHAPE_SIZE = 5, 1
SHAPE_TIDY = 0

[GRASS_FX_ADJUSTMENT_0]
MAP = A, 1
MATERIALS = 1GRASS0

[GRASS_FX_ADJUSTMENT_1]
MAP = B, 1
MESHES = 1GRASS0, 1GRASS1


!----Material Adjustments----!

[MATERIAL_ADJUSTMENT_0]
VALUE_0_OFF = 0.16
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.07
MATERIALS = skybox

[MATERIAL_ADJUSTMENT_1]
VALUE_0_OFF = 0.1
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.07
MATERIALS = KSTREE_GROUP, bush_03, fort, bridge, polesWood, polesMetal, bush_04, 2ROAD_concrete, farmhouse, cows

[MATERIAL_ADJUSTMENT_2]
VALUE_0_OFF = 0.07
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.06
DESCRIPTION = Lights making foliage shiny fix
MATERIALS = tree_01, 1WALL_stone, hedge, tree_02, 2ROAD_curbs

[MATERIAL_ADJUSTMENT_...]
KEY_1 = ksDiffuse
CONDITION = NIGHT_SMOOTH
MATERIALS = KSTREE_GROUP_Bush2
VALUE_1 = 0.03
VALUE_1_OFF = 0.1
KEY_2 = ksAmbient
CONDITION = NIGHT_SMOOTH
VALUE_2 = 0.22
VALUE_2_OFF = 0.22

[MATERIAL_ADJUSTMENT_3]
KEY_1 = ksDiffuse
CONDITION = NIGHT_SMOOTH
MATERIALS = 1GRASS, 2GRASS
VALUE_1 = 0.1
VALUE_1_OFF = 0.1
KEY_2 = ksAmbient
CONDITION = NIGHT_SMOOTH
VALUE_2 = 0.5
VALUE_2_OFF = 0.5

[MATERIAL_ADJUSTMENT_4]
VALUE_0_OFF = 0.1
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.05
MATERIALS = rocks

[MATERIAL_ADJUSTMENT_5]
VALUE_0_OFF = 0.1
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.09
MATERIALS = trackOutlines, slow, 3ROAD_pavement, tractor

[MATERIAL_ADJUSTMENT_6]
VALUE_0_OFF = 0.2
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.12
MATERIALS = vergeMarkers, toppe

[MATERIAL_ADJUSTMENT_7]
VALUE_0_OFF = 0.14
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.08
MATERIALS = treesLine

[MATERIAL_ADJUSTMENT_8]
MESHES = lightpoles_Emissive
VALUE_0 = 255,130,40, 0.5
KEY_0 = ksEmissive
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_8]
MESHES = OBJ372_SUB1
VALUE_0 = 255,130,40, 0.5
KEY_0 = ksEmissive
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_8]
MESHES = Lightpole1
VALUE_0 = 100,100,200, 0.5
KEY_0 = ksEmissive
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_9]
MESHES = OBJ376_SUB2
VALUE_0 = 200,200,150, 0.5
KEY_0 = ksEmissive
CONDITION = NIGHT_SMOOTH


!----SALIDA PARRILLA----!

[MATERIAL_ADJUSTMENT_13]
MESHES = OBJ402_SUB5
VALUE_0 = 255,130,40, 0.5
KEY_0 = ksEmissive

[MATERIAL_ADJUSTMENT_14]
KEY_0 = ksDiffuse
CONDITION = NIGHT_SMOOTH
VALUE_0 = 0.02
VALUE_0_OFF = 0.06
MATERIALS = blend_gravel, 1GRAVEL


!----Lighting----!

[LIGHT_SERIES_0]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = Light Orange Illumination
MATERIALS = LAMP
MESHES = OBJ284_SUB1, OBJ74_SUB1, OBJ286_SUB1, OBJ285_SUB1, , OBJ288_SUB1, OBJ287_SUB1, OBJ_134, OBJ_135, OBJ50_SUB1, OBJ_19, OBJ47, OBJ45, OBJ_142, OBJ67, OBJ_139, OBJ40, OBJ31, OBJ28, OBJ_128, OBJ39, OBJ36, OBJ70_SUB0, OBJ309_SUB1, OBJ73_SUB1, OBJ7, OBJ302_SUB1
OFFSET = 0,0,0
DIRECTION = 0,-0,0
SPOT = -2
SPOT_SHARPNESS = 200
RANGE = 20
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 5
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 1.625
COLOR = 210,210,170,0.07
COLOR_OFF = 0
CLUSTER_THRESHOLD = 10
CONDITION = 

!----LUCES AMBULANCIA----!

[LIGHT_SERIES_1]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = EMERGENCY Illumination
MATERIALS = Material #1032
MESHES = 1ROAD12
OFFSET = 0,1,0
DIRECTION = 0,0,0
SPOT = 
SPOT_SHARPNESS = 
RANGE = 5
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 10
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 5.625
COLOR = 110,110,250,0.07
COLOR_OFF = 0
CLUSTER_THRESHOLD = 10
CONDITION = 

[LIGHT_SERIES_2]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = EMERGENCY Illumination
MATERIALS = Ripple001
MESHES = 1ROAD12
OFFSET = 1,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 
RANGE = 20
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 10
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 0.625
COLOR = 250,110,110,0.07
COLOR_OFF = 0
CLUSTER_THRESHOLD = 10
CONDITION = 

!----LUCES SAFETYCAR----!

[LIGHT_SERIES_3]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = EMERGENCY Illumination
MATERIALS = 
MESHES = 1KERB0
OFFSET = 1,0,0
DIRECTION = 0,0,0
SPOT = 0
SPOT_SHARPNESS = 
RANGE = 5
RANGE_GRADIENT_OFFSET = 0
FADE_AT = 10
FADE_SMOOTH = 0
DIFFUSE_CONCENTRATION = 0.625
COLOR = 250,250,110,0.07
COLOR_OFF = 0
CLUSTER_THRESHOLD = 10
CONDITION = 


!----BLINKING AMBULANCIA----!


[CustomEmissive]
ACTIVE = 1
DESCRIPTION = define custom channels
MATERIALS = 420Light, Material #1032, post
Resolution = 512,512
@ = CustomEmissive_Rect, Channel = 0, Start = "456.6, 44.9", Size = "51, 26", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 1, Start = "381.4, 45.7", Size = "52.6, 23.7", CornerRadius=0.0
;;; CornerRadius=1.0 for a rounded shape

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = use channel 0
MATERIALS = 420Light, post, Material #1032
CONDITION = BLINK1
KEY_... = ksEmissive
VALUE_... = 229,22,22,5
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = use channel 1
MATERIALS = 420Light, post, Material #1032
CONDITION = BLINK2
KEY_... = ksEmissive
VALUE_... = 22,22,229,5
KEY_... = ksAlphaRef
VALUE_... = -193

[CONDITION_...]
NAME = BLINK1
INPUT = ONE
FLASHING_FREQUENCY = 6
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[CONDITION_...]
NAME = BLINK2
INPUT = ONE
FLASHING_FREQUENCY = -6
;;; minus to alternate frequency
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1


!----BLINKING SAFETY CAR----!


[CustomEmissive]
ACTIVE = 1
DESCRIPTION = define custom channels
MATERIALS =Rumble1
Resolution = 512,512
@ = CustomEmissive_Rect, Channel = 0, Start = "456.6, 44.9", Size = "51, 26", CornerRadius=0.0
@ = CustomEmissive_Rect, Channel = 1, Start = "381.4, 45.7", Size = "52.6, 23.7", CornerRadius=0.0
;;; CornerRadius=1.0 for a rounded shape

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = use channel 0
MATERIALS =Rumble1
CONDITION = BLINK1
KEY_... = ksEmissive
VALUE_... = 229,229,22,5
KEY_... = ksAlphaRef
VALUE_... = -193

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = use channel 1
MATERIALS =Rumble1
CONDITION = BLINK2
KEY_... = ksEmissive
VALUE_... = 70,70,70,5
KEY_... = ksAlphaRef
VALUE_... = -193

[CONDITION_...]
NAME = BLINK1
INPUT = ONE
FLASHING_FREQUENCY = 6
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

!----RainFX----!

[RAIN_FX]
PUDDLES_MATERIALS = Line White, Line White
ROUGH_MATERIALS = 
SOAKING_MATERIALS = TarmacLightCracked, TarmacDarkCracked, mat1, Pole_metal1, Background, material9, material8, Line White, rock_001
PUDDLES_MESHES = 1ROAD0, 1ROAD2, 1ROAD3, 1ROAD4, 1ROAD5, 1ROAD6, 1ROAD11, OBJ75, OBJ284_SUB0
SMOOTH_MATERIALS =
LINES_MATERIALS =

!----ExtraFX----!

[EXTRA_FX]
DESCRIPTION = Helps reduce visual glitches when raining/wet/lights bounce off mesh
SKIP_GBUFFER = material:cracks, material:toppe, material:trackOutlines, material:manhole, material:slow, material:skidmarks2, material:blend, material:blend_gravel

!----Sol----!

[SOL2]
HUMIDITY_OFFSET = 0.7

[SOL]
FOG_BLEND=1.15
EXPOSURE_FIX=1
FOG_LEVEL=0.90
SMOG_NOON=0.1
SUN_DAWN=1
HORIZON_OFFSET=0
DOME_SIZE=24000
FOG_DISTANCE=0.6
SMOG_EVENING=0.15
SMOG_MORNING=0.05
SUN_DUSK=1


!----SOMBRAS----!


[SHADER_REPLACEMENT_0]
MATERIALS = Background, TarmacLightCracked
CAST_SHADOWS = 1
RECEIVE_SHADOWS = 1
