[ABOUT]
AUTHOR=adc
VERSION=1
DATE_RELEASE=2022

[INCLUDE]
INCLUDE = common/conditions.ini

[GRASS_FX]
GRASS_MESHES = 1GRASS, 2GRASS, 3GRASS, 4GRASS, 6WALL, 6WALL_001,6WALL_002, 6WALL_003, 2SAND, OTOCZENIE1
OCCLUDING_MESHES = 5ROAD, 1SAND, 2ROAD, 3ROAD, 4ROAD
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 5.0, 7.0
SHAPE_TIDY = 0, 0
SHAPE_CUT = 0, 0
HEIGHT_MULT = 55
COLOR_FACTOR = 100
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3




[GRASS_FX_TEXTURE_GROUP_0]
; flower grass
PIECE_0=1, 1
PIECE_1=1, 1
PIECE_1_CHANCE=35
PIECE_2=1, 2, 2, 1
PIECE_2_CHANCE=5
;PIECE_3=3, 1
PIECE_4=0.7, 0.7
PIECE_4_CHANCE=10
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=0.5
PIECE_0_SIZE_MULT=1.5,1.8
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_CONFIGURATION_A]
TEXTURE_BASE_CHANCE=1.5
TEXTURE_GROUP_0_CHANCE=0.0 	; flower grass
TEXTURE_GROUP_1_CHANCE=0.0	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.01
MASK_RED_THRESHOLD = 0.02
MASK_MIN_LUMINANCE = 0.001
MASK_MAX_LUMINANCE = 0.2
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 1.0, 1.2
SHAPE_TIDY = 5, 1
SHAPE_CUT = 0, 0

[GRASS_FX_CONFIGURATION_B]
TEXTURE_BASE_CHANCE=9.0
TEXTURE_GROUP_0_CHANCE=1.0 	; flower grass
TEXTURE_GROUP_1_CHANCE=1.0	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.01
MASK_RED_THRESHOLD = 0.02
MASK_MIN_LUMINANCE = 0.001
MASK_MAX_LUMINANCE = 0.2
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 5.0, 1.2
SHAPE_TIDY = 0.0, 0.0
SHAPE_CUT = 0.0, 0.0



[GRASS_FX_ADJUSTMENT_...]
MESHES =1GRASS
MAP = A

[GRASS_FX_ADJUSTMENT_...]
MESHES =1GRASS
MAP = B


[REFLECTIONS_FX]
MULTILAYER_REFLECTIONS_MULT=2

[SS_LIGHTING]
; Extra space-screen lighting (e.g. sparks)
ENABLED=1 ; Active; 1 or 0
DEBUG=0 ; Debug view; 1 or 0
SCALE=1 ; Resolution; from 0.1 to 1, perc.

[LIGHT_BOUNCE]
; Simple light bounce emulation for supported tracks (requires space-screen lighting)

ENABLED=1 ; Active; 1 or 0; only with SS_LIGHTING/ENABLED

[WIND]
TREES_NORMALIZATION=0.1, 1

[LIGHT_SERIES_0]
ACTIVE=1
DESCRIPTION=light
MATERIALS=light
OFFSET=0,15,0
DIRECTION=NORMAL
CLUSTER_THRESHOLD=20
SPOT=180
SPOT_SHARPNESS=0.65
RANGE_GRADIENT_OFFSET=0.45
RANGE=100
FADE_AT=600
FADE_SMOOTH=30
COLOR=9,4,17
COLOR_OFF=0
DIFFUSE_CONCENTRATION=1.1
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_0]
ACTIVE=1
DESCRIPTION=light
MATERIALS=light
KEY_0=ksEmissive
VALUE_0=9,4,17     ; Sodium Vapor - orange-brown light
VALUE_0_OFF=0
CONDITION=ALWAYS_ON

[CONDITION_0]
NAME=ALWAYS_ON
INPUT=SUN
LUT=(|0=0|91=0|91=1|180=1)
LAG=0.97

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

[INCLUDE: common/materials_track.ini]
[Material_Water]
Materials = WaterPlain0008_2_S
Mode = Pond



[CONDITION_75]
NAME = SEASON_SUMMER_2_NORTH
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.45=0|0.6=0.85|0.7=0|1=0|)
LAG = 0

[CONDITION_76]
NAME = SEASON_MUD_NORTH
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.1=0|0.2=0.85|0.3=0|0.7=0|0.8=0.85|0.9=0|1=0|)
LAG = 0

[CONDITION_77]
NAME = SEASON_SUMMER_NORTH
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.1=0|0.2=1|0.3=0|0.45=0|0.6=0.85|0.7=0|0.71=0|0.8=1|0.9=0|1=0|)
LAG = 0

[CONDITION_78]
NAME = SEASON_WINTER_NORTH
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0.75|0.075=1|0.2=0|0.8=0|0.9=0.5|1=0.75|)
LAG = 0

[CONDITION_79]
NAME = SEASON_AUTUMN_NORTH
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=1|0.2=0|0.45=0|0.6=0.4|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0


[MATERIAL_ADJUSTMENT_9]
MATERIALS = Background,trees,mat8, mat6, mat4, mat9, mat12, Tree02, Tree05_leaves, Tree04_leaves, Tree03, mat7, mat11, mat10, gum_tree_06_leaves, YorkshireTrees1, mat51,GRASS_0, Alder_leaves, ASH 3, , Spruce, mat0, Tree01, mat2, mat1, mat3
CONDITION = SEASON_SUMMER_2_NORTH
KEY_0 = seasonSummer
VALUE_0 = 1.0
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = summer non specular

[MATERIAL_ADJUSTMENT_10]
MATERIALS = Background,trees,mat8, mat6, mat4, mat9, mat12, Tree02, Tree05_leaves, Tree04_leaves, Tree03, mat7, mat11, mat10, gum_tree_06_leaves, YorkshireTrees1, mat51,GRASS_0, Alder_leaves, ASH 3, , Spruce, mat0, Tree01, mat2, mat1, mat3
CONDITION = SEASON_MUD_NORTH
KEY_0 = seasonAutumn
VALUE_0 = 0.80
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = winter non specular

[MATERIAL_ADJUSTMENT_11]
MATERIALS = Background,trees,mat8, mat6, mat4, mat9, mat12, Tree02, Tree05_leaves, Tree04_leaves, Tree03, mat7, mat11, mat10, gum_tree_06_leaves, YorkshireTrees1, mat51,GRASS_0, Alder_leaves, ASH 3, , Spruce, mat0, Tree01, mat2, mat1, mat3
CONDITION = SEASON_AUTUMN_NORTH
KEY_0 = seasonAutumn
VALUE_0 = 0.65
OFF_VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = autumn trees

[MATERIAL_ADJUSTMENT_12]
MATERIALS =Background,trees,mat8, mat6, mat4, mat9, mat12, Tree02, Tree05_leaves, Tree04_leaves, Tree03, mat7, mat11, mat10, gum_tree_06_leaves, YorkshireTrees1, mat51,GRASS_0, Alder_leaves, ASH 3, , Spruce, mat0, Tree01, mat2, mat1, mat3
CONDITION = SEASON_WINTER_NORTH
KEY_0 = seasonWinter
VALUE_0 = 0.75
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 1
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = winter non specular




[SMOKE_0]
POSITION = -1, -1.63, 59.94
DIRECTION = 0, 1, 0
RELATIVE_TO = Line White
SPEED = 20
SIZE = 0.1
COLOR = 1, 0.5, 0.05, 1
INTENSITY = 1
SPREAD = 8
REM__31= INTENSITY = 1

[SMOKE_1]
POSITION = 1, -1, 0
DIRECTION = 0, 1, 0
RELATIVE_TO = 
SPEED = 20
SIZE = 0.1
COLOR = 1, 0.5, 0.05, 1
INTENSITY = 1
SPREAD = 8
REM__33= INTENSITY = 1

[SMOKE_2]
POSITION = 36.1, -1.44, 64.21
DIRECTION = 0, 1, 0
RELATIVE_TO = TyreBlack
SPEED = 20
SIZE = 0.1
COLOR = 1, 0, 0.05, 1
INTENSITY = 1
SPREAD = 8
REM__35= INTENSITY = 1

[SMOKE_3]
POSITION = 1, -1, 0
DIRECTION = 0, 1, 0
RELATIVE_TO = AC_AB_FINISH_R
SPEED = 20
SIZE = 0.1
COLOR = 1, 0, 0.05, 1
INTENSITY = 1
SPREAD = 8
REM__37= INTENSITY = 1

[BASIC]
SUPPORTS_WIND = 1

; you can use ..._MESHES = counter-part too!

; define edges or points from where rain should drip down...
STREAM_EDGE_... = -1207, 39, -1750, -1173.6, 39.5, -1750.2  ; x1,y1,z1 , x2,y2,z2
STREAM_POINT_... = -1232.69, 38.48, -1411.69                ; x,y,z
; RELIEF_MATERIALS = '{ dynamic:no & !Bx? }'  ; broken atm

[RAIN_FX]
PUDDLES_MATERIALS = main asfalt
SOAKING_MATERIALS = main grass, TRAWA, tires.001, baner srakopad,
SMOOTH_MATERIALS = baner srakopad, paski czer bial, main.007, Material.005, tires.001, main.003, Material, Material.001, main.004, main.005, Material.009, deski na lawke, Material.012, Material.010, Material.011, Material.006, main.002, tpolemstr, LAMPU_JALAN, d4.dds
ROUGH_MATERIALS = SCIANA, budynek
LINES_MATERIALS = line_material
LINES_FILTER_MATERIALS = ...

Light Poles
[MATERIAL_ADJUSTMENT_0]
MATERIALS=LAMPU_JALAN_KACA
KEY_0=ksEmissive
VALUE_0=255,130,40, 1.5
CONDITION=SHARP_SUN_A

[LIGHT_SERIES_0]
MATERIALS=LAMPU_JALAN_KACA
RANGE_GRADIENT_OFFSET=0
SPOT=100
COLOR=255, 173, 65, 0.06
CONDITION=SHARP_SUN_A


[MATERIAL_ADJUSTMENT_1]
MATERIALS=paski czer bial, hangar, budynek stary, tpolemstr, d4.dds, brama, main asfalt, SCIANA, tires.001, baner srakopad, budynek, trees_5.dds, budynek gosp, trees_4.dds, trees_3.dds, trees_2.dds, trees_1.dds
KEY_0=ksEmissive
VALUE_0=255,130,40, 0.0009
CONDITION=SHARP_SUN_A


[BOUNCED_LIGHT]
SUPPORTED = 1
SURFACE_MATERIALS =main asfalt
