[HEADER]
VERSION=extended-2

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

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

[MODEL_REPLACEMENT_1]
ACTIVE = 1       ; Poner 1 para activar copiloto y 0 para desactivarlo
FILE=fordgt.kn5
INSERT=copiloto.kn5
INSERT_AFTER=WHEEL_RR

----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


---LIMPIAS---
[WIPERS_TRACE_...]
SURFACE =glassf_a
MESHES =wipers_a_001_001,wipers_a_002_001,wipers_a,wipers_a_001_001.001

[ANIMATED_WIPER_...]
MESHES =wipers_a_001_001,wipers_a_002_001,wipers_a,wipers_a_001_001.001
UNDERLYING_SURFACE =glassf_a
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =wipers_a_001_001,wipers_a_002_001,wipers_a,wipers_a_001_001.001
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1


[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = wipers_a_001_001, wipers_a_002_001, wipers_a, wipers_a_001_001.001
UNDERLYING_SURFACE = glassf_a
GROUP_0 = 'wipers_a@A=*', 'wipers_a_001_001.001@A=*'
GROUP_0_ANGLE_TO = -120
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 = 0.2978959, 0.63331926, 0.7999643
GROUP_0_PIVOT = -0.2287311, 0.5724282, 0.88838065
GROUP_1 = 'wipers_a_002_001@A=*', 'wipers_a_001_001@A=*'
GROUP_1_ANGLE_TO = -120
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 = 0.5804758, 0.68166417, 0.5320913
GROUP_1_PIVOT = 0.2301249, 0.5724452, 0.88837343

