[HEADER]
VERSION=extended-2


------------------COPILOTO------------------

[MODEL_REPLACEMENT_0]
ACTIVE = 1       ; Poner 1 para activar copiloto y 0 para desactivarlo
FILE=e36.kn5
INSERT=copiloto.kn5
INSERT_AFTER=hood

------------------FARADA------------------

[MODEL_REPLACEMENT_1]
ACTIVE = 0      ; Poner 1 para activar copiloto y 0 para desactivarlo
FILE=e36.kn5
INSERT=farada.kn5
INSERT_AFTER=hood







[BASIC]
IS_LOW_BEAM_AVAILABLE=1
DIESEL_ENGINE = 0 		; or 1

-----SHADER REPLACEMENT-----

[SHADER_REPLACEMENT_...]
MATERIALS = E36_Mats_Performance_Body_Paint
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = Color_Bajos
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = Carbono
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = Details_m3
CULL_MODE = DOUBLESIDED


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS =INT_Leather,Details_m3,Black_plastic_exterior,Chasis_interior,Black_sainy_interior
CULL_MODE = DOUBLESIDED
; Shadow parameters:
CAST_SHADOWS = 1  ;* sets if mesh should cast shadows, either 0, 1 or TERRAIN:
                  ; 1 enables them constantly, TERRAIN only when the sun is low, to speed it up

SEMITRANSPARENT_SHADOWS = 0 ; for semi-transparent shadows, either 0, 1 or TEXTURE:
                             ; 1 for solid semi-transparency, TEXTURE would consider texture

; Double face shadows (although it might make shadows rendering a bit slower,
; I recommend to try it, it seems to improve shadows quite a lot by getting rid of lots of
; holes or peter-panning effect, especially for dashboards or with distance):
DOUBLE_FACE_SHADOW = 1         ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 1  ; but this one is biased, so it would work nicely


----FRENOS---

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 0             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.2      ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.25           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.15  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.35  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim


WEAR_MULT = 1.0           ; please do not change this one unless you want to set it to 0 or something; general multiplier might change in the future
GLOW_MULT = 1.0           ; adjust glowing intensity


[SHAKING_EXHAUST_0]
MESHES =Vert_016, Vert_014
POINT_0 = -0.39, -0.12, -2.26
POINT_0_RADIUS = 1
POINT_0_EXP = 1.0

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.1 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=0.2 ; flame size
ANTILAG_INTERVAL_MAX=5500
ANTILAG_INTERVAL_MIN=4500
ANTILAG_TURBO_THRESHOLD=0
DAMAGE=0 ; engine damage
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.2 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.0 ; delay after throttle lift
DISCHARGE_DURATION=1.0 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1.0; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.2; flame size
DISCHARGE_RPM_THRESHOLD_MAX=6500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=3000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=50
FLAT_SHIFT=0 ; on upshift
FLAT_SHIFT_COOLDOWN=1 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=100 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.01 ; flame size
FLAT_SHIFT_PROBABILITY=4 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=5500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=0.1 ; flame size
LIMITER_RPM_THRESHOLD=4000; limiter flames will not shoot below this rpm


[BASIC]
IS_LOW_BEAM_AVAILABLE=1
BRAKES_THRESHOLD = 0.01        		; threshold for brake lights to turn on, of brake pedal
LIGHT_DAMAGE_SPEED_MIN = 80    		; speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   		; speed for lights to fully break

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=0.04
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.05
EMISSIVE_HEADLIGHTS_MULT=0.3
EMISSIVE_BRAKELIGHTS_MULT=0.2
EMISSIVE_PARKINGLIGHTS_MULT=1.5
INTERIOR_FAKE_SHADOW_OPACITY=0.9  	
INTERIOR_FAKE_SHADOW_HEIGHT=0.2  	
INTERIOR_FAKE_SHADOW_FADE=0.2

FAKE_HIGHBEAMS_INDICATOR_LED_LIGHT = 1

[EMISSIVE_0]
NAME=DRL_izq, DRL_der, int_del_izq, int_del_der
COLOR=100,100,100
LAG=0.0

[EMISSIVE_LIGHT_0]
NAME=sphere_lightbulb11_021, sphere_lightbulb11_025
COLOR=12,8,5.5
LAG=0.0

[EMISSIVE_LIGHT_1]
NAME=sphere_lightbulb11_029, sphere_lightbulb11_031
COLOR=250,0,0
LAG=0.0

[EMISSIVE_REVERSE_0]
NAME =sphere_lightbulb11_033,sphere_lightbulb11_035  ; name (one or more) of a mesh to glow
COLOR = 100, 100 , 100         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.0      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_BRAKE_0]
NAME= sphere_lightbulb11_027, sphere_lightbulb12
COLOR=500,0,0,4
LAG=0.0
SIMULATE_HEATING=0
CAST_LIGHT=1

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
NAME=luz_del_izq, luz_del_der
ACT_AS_HEADLIGHTS=1
COLOR=4, 4, 4, 3
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=50
BOUND_EXP=0.5
POSITION=-0.0, 0.37, 1.9
SPOT=80
SPOT_SHARPNESS=0.4
SPOT_UP=0.0499376, 0.0998752, -0.009
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=0.7
SECOND_SPOT_RANGE=80
SECOND_SPOT_SHARPNESS=0.15
SECOND_SPOT_SKIP=0.3
SPECULAR_MULT=0.2

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=sphere_lightbulb11_037,headlight_signal
COLOR=80,20,0, 5
LAG=-0.0
SIMULATE_HEATING=0.3
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=sphere_lightbulb11_039,headlight_signal_003
COLOR=80,20,0, 5
LAG=-0.0
SIMULATE_HEATING=0.3
LOCATION=FRONT

[EMISSIVE_HAZARD_0]
COLOR=80,20,0,5
NAME=sphere_lightbulb11_037,sphere_lightbulb11_013, sphere_lightbulb11_039,sphere_lightbulb11_017
FALLBACK_HEADLIGHTS_COLOR=0
LAG=0.0

[INCLUDE: common/selflighting.ini]

[EMISSIVE_HIGHBEAM_0]
NAME=sphere_lightbulb11_008, sphere_lightbulb11_023 
COLOR=120,80,55
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=1.5

[FAKE_SHADOWS_FX]
DISALLOW_REBAKING = 0 ; set to 1 to prevent CSP from generating new fake shadows (not recommended)
CUSTOM_SKIN_SHADOWS = 0 ; change to 1 to make CSP cache shadows for different skins separately (could be
                        ; used in single skin’s extension config), for skins with custom geometry
EXCLUDE_FROM_BAKING = material:EXT_glass ; list of nodes and meshes to exclude from baking




------------------///MATERIALES///-----------------

INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials = m3e36lighs

[Material_Glass]
Meshes= window_b_glass
IOR = 2                     ; looks better like this
FilmIOR = $IOR               ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.8          ; thicker glass passes less light through
ProfileFix = 0.02           ; adds thickness to glass for glazing angles
MaskPassColor = 30, 30, 35      ; mask pass color adjustment
ProfileFix = 0.02              ; a bit thicker edge
MaskPass = 4                ; mask pass opacity
Refraction = 1                 ; set to non-zero value to use cheap refraction, increase value to increase light bending effect
RefractionBias = 0.55        ; increase to force use of refraction buffer everywhere and make refraction blurred, for matte glass or glass sides
RefractionRainbow = 1          ; possibly expensive, adds some sort of chromatic distortion effect to refraction


[Material_PhotoelasticGlass]
Meshes= window_b_glass
PhotoelasticityBaseScale = 2      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.1  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02

[INCLUDE: common/materials_interior.ini]
;PBR MATERIALS EXTERIOR

[Material_InteriorPBRDetail]
Materials = piezas_interior
Reflectance=0.10
Smoothness=0.0
Metalness=0.20
CubemapReflectionBlur=0.4
Brightness=0.8
OcclusionMult=1
DetailScale=30
ApplyTilingFix=1
OcclusionSource = NONE

[Material_Carbon]
Materials =Carbono
Brightness = 0.2
ClearCoatF0 = 0.20
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 570

[Material_Leather_v2]
Materials=INT_leather
DetailScale=50
ApplyTilingFix=1
DetailNormalBlend=2
Brightness=0.2

Material_InteriorPBRDetail]
Materials =black_sanny_interior, 
Reflectance=0.1
Smoothness=0.0
Metalness=0.00
CubemapReflectionBlur=0.0
Brightness=4
OcclusionMult=10
DetailScale=50
ApplyTilingFix=1
OcclusionSource = NONE

; Metallic car paint

[Material_CarPaint_Metallic]
FresnelMax=1
FresnelC=0.1
BrightnessAdjustment=0.9
ColoredSpecular=0.9
AmbientSpecular=0.6
AmbientSpecularEXP=2.5
ClearCoatThickness=0.06
CarPaintMaterial=body

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = E36_Mats_Performance_Body_Paint

; Metallic car paint
[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9
ClearCoatThickness = 0.0
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ApplyTilingFix = 0

---LIMPIAS---
[WIPERS_TRACE_...]
SURFACE =banner
WIPERS=limpia_izq, limpia_der

[ANIMATED_WIPER_...]
MESHES =limpia_izq, limpia_der
UNDERLYING_SURFACE =banner
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =limpia_izq, limpia_der
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = limpia_izq, limpia_der
UNDERLYING_SURFACE = banner
GROUP_0 = 'limpia_der@A=*'
GROUP_0_ANGLE_TO = 76.599998
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = -0.640185, 0.868905, 1.093983
GROUP_0_PIVOT = 0.248642, 0.830896, 1.245180
GROUP_1 = 'limpia_izq@A=*'
GROUP_1_ANGLE_TO = 82.800003
GROUP_1_AXIS = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_1_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_1_END = -0.087241, 0.878387, 1.185692
GROUP_1_PIVOT = 0.605342, 0.801161, 1.181620

-----SOMBRAS-----

[FAKE_SHADOWS_FX]
DISALLOW_REBAKING = 0 ; set to 1 to prevent CSP from generating new fake shadows (not recommended)
CUSTOM_SKIN_SHADOWS = 0 ; change to 1 to make CSP cache shadows for different skins separately (could be
                        ; used in single skin’s extension config), for skins with custom geometry
EXCLUDE_FROM_BAKING = material:EXT_glass ; list of nodes and meshes to exclude from baking

[SHADOWED_WHEELS]
ANGLE=12
OFFSET=0
OPACITY=0.1
WIDTH=0.22

[SHADOWED_TYRES]
ANGLE=8
OFFSET=0
OPACITY=0.15
WIDTH=0.10
EXTRA_AMBIENT_BRIGHTNESS=0

-----OPCIONES GENERALES-----

[LOADING_SCREEN_DETAILS]
; Prevent patch from optimizing certain meshes in case it causes issues
COMMENT = 3D by Eneas Menéndez

[EXTRA_GUESSING]
FIX_WINDSCREENS = 1  ; By default CSP would try to automatically find and apply ksWindscreen 
                     ; shader for windscreen materials, set this to 0 to disable
[BASIC]
RACING_CAR = 1                ; By default CSP uses car class to determine if car is a race car,
                               ; and it uses this value a lot to determine default parameters (for
                               ; example, racing cars don’t have low beams by default)
OPEN_WHEELER = 0               ; CSP uses this flag for guessing some parameters if not set 
                               ; explicitly (for example, for how sparks or tyres would look, or 
                               ; even how car is rendered in rendering queue); by default it tries
                               ; to detect this value from tags in “ui_car.json”
RALLY_CAR = 1                 ; Similar case, although rally check is only used for switching
                               ; headlights to rally mode if it’s a single car race
DIESEL_ENGINE = 0              ; If engine is diesel or not (used for exhaust smoke color)
BRAKES_THRESHOLD = 0.01        ; How much brake pedal should be pressed for brake lights to turn on
LIGHT_DAMAGE_SPEED_MIN = 80    ; Collision speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   ; Collision speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1      ; Are low beams available (by default available on street cars only)
HEADLIGHTS_ARE_HEADLIGHTS = 1  ; Are headlights what they are (few modded cars use headlights 
                               ; as a way to animate dashboard or things like that instead)
STOP_LODS_ADJUSTMENT = 0       ; Prevents patch from adjusting LODs even if user prefers LODs to 
                               ; work differently (like, forcing LOD B for other cars)
IGNORE_OTHER_CONFIGS = 1       ; Set to 1 to ignore other configs that may be available in other places
NO_NEED_FOR_LIGHTS_FIX=1       ; For cars that were made on broken CSP versions; set to 0 if extra 
                               ; lights are extremely bright (auto-guessed by default)
SPARKS_UPWARDS_FORCE = 300     ; Multiplier for force acting on sparks as fly from below the car
                               ; (by default 500 for open wheelers, 300 for racing cars, 100 for 
                               ; the rest)
[LIGHTING]
; Parameters for fake shadow in the bottom half of the interior, for headlights of cars behind
INTERIOR_FAKE_SHADOW_OPACITY = 0.9  ; Opacity
INTERIOR_FAKE_SHADOW_HEIGHT = 0.1   ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_SHADOW_FADE = 0.2     ; How smooth is the transition

; Parameters for fake shadow up top, to stop track lights from lighting up things close to the ceiling 
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT = -0.1  ; Height, or Y coordinate of shadow’s boundary
INTERIOR_FAKE_UPPER_SHADOW_FADE = 0.1     ; How smooth is the transition

; Multipliers for emissive values in “lights.ini”, a way to fix for older cars with dimmer lights
EMISSIVE_MULT = 1                ; General multiplier
EMISSIVE_HEADLIGHTS_MULT = 1     ; Multiplier for headlights
EMISSIVE_BRAKELIGHTS_MULT = 1    ; Multiplier for brake lights
EMISSIVE_PARKINGLIGHTS_MULT = 1  ; Multiplier for parking lights

; Other lighting parameters
LIT_MULT = 1                 ; How much car reacts to dynamic lights
SPECULAR_MULT = 1            ; How bright are speculars on the car
FULLY_SHADOWED_INTERIOR = 1  ; If shadows are not available, render interior fully shadowed

------------------///REFRACCION ///-----------------

[REFRACTING_HEADLIGHT_0]
SURFACE =Cristal_2
INSIDE =headlight_1_reflector01, sphere_lightbulb11_021 
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_1]
SURFACE =Cristal_3
INSIDE =sphere_lightbulb11_025, headlight_1_reflector_002
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_2]
SURFACE =Cristal_1
INSIDE =sphere_lightbulb11_008, headlight_2_reflector01
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_3]
SURFACE =Cristal_4
INSIDE = sphere_lightbulb11_023,headlight_2_reflector_004 
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_4]
SURFACE =taillight_glass_clear
INSIDE = sphere_lightbulb11_033,  taillight_reflector_008
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_5]
SURFACE =taillight_glass_clear_003
INSIDE = sphere_lightbulb11_035, taillight_reflector01
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_6]
SURFACE =taillight_glass_orange
INSIDE =sphere_lightbulb11_037, taillight_reflector_004
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_7]
SURFACE =taillight_glass_orange_003
INSIDE = sphere_lightbulb11_039, taillight_reflector_012
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_8]
SURFACE =taillight_glass_red_012
INSIDE =taillight_reflector_014, sphere_lightbulb11_031
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_9]
SURFACE =taillight_glass_red_010
INSIDE =sphere_lightbulb11_027, taillight_reflector_010
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_10]
SURFACE =taillight_glass_red_006, taillight_glass_red
INSIDE =taillight_reflector_002, sphere_lightbulb12 
SYNC_EMISSIVE_AUTO=1

[REFRACTING_HEADLIGHT_11]
SURFACE =taillight_glass_red_008
INSIDE =taillight_reflector_006, sphere_lightbulb11_029
SYNC_EMISSIVE_AUTO=1s
ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.005
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0.678,0.6577645,-2.011483
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.71452427,0.6577445,-2.079
RADIUS = 0.0662001
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1

-----DISPLAYS-----
 [INCLUDE: ADU.ini]



---LIMPIAS---
[WIPERS_TRACE_...]
SURFACE =window_b_glass
WIPERS=WIPER_L, WIPER_R

[ANIMATED_WIPER_...]
MESHES =WIPER_L, WIPER_R
UNDERLYING_SURFACE =window_b_glass
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =WIPER_L, WIPER_R
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1


[ANIMATED_WIPER_2]
DEBUG = 1
MESHES = WIPER_L, WIPER_R
UNDERLYING_SURFACE = window_b_glass
GROUP_0 = 'WIPER_R@A=*'
GROUP_0_ANGLE_TO = 95
GROUP_0_AXIS = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_0_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_0_END = -0.70096934, 0.8268291, 0.8358097
GROUP_0_PIVOT = -0.14384986, 0.8141991, 1.0260695
GROUP_1 = 'WIPER_L@A=*'
GROUP_1_ANGLE_TO = 92.7
GROUP_1_AXIS = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_0 = 0, 0.70710677, 0.70710677
GROUP_1_AXIS_OFFSET_1 = 0, 0.70710677, 0.70710677
GROUP_1_END = -0.15316987, 0.86502904, 0.9512092
GROUP_1_PIVOT = 0.50702953, 0.8008691, 0.9691092








