-----VERSIÓN-----

[HEADER]
VERSION=extended-2

-----MODEL REPLACEMENT-----

[MODEL_REPLACEMENT_0] //Farada//
ACTIVE = 0     ; set to 0 to disable the whole section (default value is 1)
FILE= 124.kn5
INSERT= farada.kn5
INSERT_AFTER= WHEEL_LF

[MODEL_REPLACEMENT_1]  //Copiloto//
ACTIVE = 1       ; set to 0 to disable the whole section (default value is 1)
FILE=124.kn5
INSERT= copiloto.kn5
INSERT_AFTER= WHEEL_LF

-----MATERIALES-----

//Interior//

[INCLUDE: common/materials_interior.ini]

[Material_Leather_v2]
Materials=mat_19
DetailScale=50
ApplyTilingFix=1
DetailNormalBlend=2
Brightness=0.1

[Material_Leather_v2]
Materials=mat_25
DetailScale=50
ApplyTilingFix=1
DetailNormalBlend=2
Brightness=0.2

[Material_InteriorPBRDetail]
Materials = chrome_interior
Reflectance=0.000
Smoothness=0.1
Metalness=0.01
CubemapReflectionBlur=0.1
Brightness=0.2
OcclusionMult=1
DetailScale=100
ApplyTilingFix=1
OcclusionSource = NONE

//Exterior//

[INCLUDE: common/materials_carpaint.ini]

CarPaintMaterial=mat_3, Llantas_hyundai, mat_13,   farada

[Material_CarPaint_Metallic]
FlakesK=0.50
ClearCoatThickness=0.2

[INCLUDE: common/materials_glass.ini]

ExteriorGlassHeadlightsMaterials = Cristales_luces, crisales_farada

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= ext_cristales 

[Material_Glass]
Meshes= mesh_323, mesh_325, mesh_321, mesh_320, mesh_322, mesh_324, cristal_farada01
IOR = 1.460              ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.2  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
MaskPass = 5            ; mask pass opacity
MaskPassColor = 255, 255, 255  ; mask pass color adjustment

[Material_Carbon]
Materials = carbon
Brightness = 0.5
ClearCoatF0 = 0.40
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 570
[Material_Plastic]
Materials=PNegro_carrocerￃﾭa

[Material_Metal_v2]
Materials = luz_posicion
Metalness = 0.5

[Material_Metal_v2]
Materials = Exhaust
Metalness = 0.1

[Material_Carbon]
Materials = Int_pipe
Brightness = 0.1
ClearCoatF0 = 0.40
Reflectance = 0.005
CubemapReflectionBlur = 0.0
DetailScale = 570
[Material_Plastic]
Materials=PNegro_carrocerￃﾭa


-----LUCES-----

//INTERIOR//

[EMISSIVE_LIGHT_2]
NAME=mesh_187_002
COLOR=1,1,1
LAG=0.1

//Exterior//

[EMISSIVE_LIGHT_0]
NAME=luz_1, luz_2, luz_3
COLOR=100,100,100
LAG=0.1

[EMISSIVE_LIGHT_1] 
NAME=mesh_105_006, mesh_176_006
COLOR=250,0,0
LAG=0.1

[EMISSIVE_BRAKE_0]
NAME= mesh_105_004, mesh_176_002
COLOR=500,0,0
LAG=0.1
SIMULATE_HEATING=1
CAST_LIGHT=1

[EMISSIVE_REVERSE_3]
NAME =mesh_176_004   ; 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 = 0.1                  ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.9      ; 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

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[LIGHT_HEADLIGHT_0]
NAME=Luz_farada
ACT_AS_HEADLIGHTS=1
COLOR=2, 2, 2, 2
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=400
BOUND_EXP=1.5
POSITION=-0.0, 0.37, 2
SPOT=100
SPOT_SHARPNESS=0.4
SPOT_UP=0.0499376, 0.0998752, -0.009
SECOND_SPOT=100
SECOND_SPOT_INTENSITY=2.5
SECOND_SPOT_RANGE=100
SECOND_SPOT_SHARPNESS=0.15
SECOND_SPOT_SKIP=0.3
SPECULAR_MULT=0.2

[INCLUDE: common/selflighting.ini]

[EMISSIVE_HIGHBEAM_0]
NAME=luces_farada
COLOR=1000,1000,1000
LAG=0.55
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=1.5

[EMISSIVE_0]
NAME=mesh_136
COLOR=100,100,100
LAG=0.55
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=1.5


-----INTERMITENTES-----

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=mesh_105_002
COLOR=80,20,0, 5
LAG=-0.2
SIMULATE_HEATING=0.3
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=mesh_120_004, izquierdo
COLOR=80,20,0, 5
LAG=-0.2
SIMULATE_HEATING=0.3
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=mesh_105_008
COLOR=80,20,0, 5
LAG=-0.2
SIMULATE_HEATING=0.3
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME= derecho, mesh_120_002 
COLOR=80,20,0, 5
LAG=-0.2
SIMULATE_HEATING=0.3
LOCATION=FRONT


-----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 = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.9      ; 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 = 0.35           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.25  ; 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 = 0.51 ; inside radius of a rim
RIM_HEIGHT = 0.03   ; distance between surface of brake disc and vertical surface of a wheel rim

[BRAKEDISC_FX]
DEBUG = 0  ; set to 1 to highlight shape:
    ; • cyan is for the actual disc;
    ; • yellow is for the deepenings;
    ; • dark blue is for the inside part;
    ; • pink is for the outside part;
    ; • red is for the borders;
    ; • black is for holes.
WEAR_FORCE = 0.5  ; force certain wear level
GLOW_FORCE = 0.5  ; force certain glow level

OVERRIDE_NORMAL_MAP = 1   ; set to 0 to use original normal map
OVERRIDE_DIFFUSE_MAP = 1  ; set to 0 to use original diffuse map
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
ROUGHNESS = 0.2, 0.9      ; X and Y material roughness, giving that radial anisotropic specular

; Following material settings are in pairs: first number for new disc, second for worn. Default values depend on if it’s a ceramic or non-ceramic disc:
REFLECTION_F0 = 0.08, 0.44      ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 10, 200  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.5, 1               ; specular intensity

-----ESCAPE-----

[PARTICLES_FX_EXHAUST_0]
POSITION = -0.156, 0.226, -1.94		; self explanatory
DIRECTION = -0.009345473,-0.2670482,-0.9636379 		; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.0, 0.0		        ; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[SHAKING_EXHAUST_0]
MESHES = Cilindro_012, Cilindro_016 
POINT_0 = -0.156, 0.226, -1.94	
POINT_0_RADIUS = 1
POINT_0_EXP = 1.0

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES= Cilindro_016
COLOR=255,69,0
USE_SMOOTH_TRANSITION=1
INPUT_MIN=82
INPUT_MAX=84
INPUT_LUT=(| 82 = 0 | 89 = 1 |) 
AFFECTS_TRACK=1 
SPECULAR_MULT=3


-----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



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MESHES = mesh_136
PROP_0 = ksEmissive, 20,20,20
 



---LIMPIAS---
[WIPERS_TRACE_...]
SURFACE =Malla_006
MESHES =Malla_199,Malla_198,Malla_196,Malla_195

[ANIMATED_WIPER_...]
MESHES =Malla_199,Malla_198,Malla_196,Malla_195
UNDERLYING_SURFACE =Malla_006
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES =Malla_199,Malla_198,Malla_196,Malla_195
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1


[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = Malla_199, Malla_198, Malla_196, Malla_195
UNDERLYING_SURFACE = Malla_006
GROUP_0 = 'Malla_199@A=*', 'Malla_198@A=*'
GROUP_0_ANGLE_TO = 103.400002
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 = -0.623797, 0.899192, 0.810173
GROUP_0_PIVOT = -0.118444, 0.857967, 0.962744
GROUP_1 = 'Malla_196@A=*', 'Malla_195@A=*'
GROUP_1_ANGLE_TO = 105.500000
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 = -0.140487, 0.943695, 0.850968
GROUP_1_PIVOT = 0.345564, 0.851016, 0.954232


