[EMISSIVE_REVERSE_0]
NAME = Headlight_rear_clearglass11  ; name (one or more) of a mesh to glow
COLOR = 25, 25, 25          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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_TURNSIGNAL_LEFT_0]
NAME=blinkers_rear_l15
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=blinkers_front_l15
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT            ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=dashstructure_turn_left01
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE           ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;


[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=dashstructure_turn_right01
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE             ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=blinkers_rear_r15
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=blinkers_front_r15
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT            ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;

[EMISSIVE_EXTRA_A_N]
MESHES= ...
COLOR=127, 63, 0
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.1                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.2      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE           ; 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
BLINK = 1                       ;sets minimum amount of blinks;
BLINK_FREQENCY_HZ = 2.4         ;sets frequency for blinking;
BLINK_FREQENCY_HAZARDS_HZ = 2   ;if needed, different frequency for hazards;

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=licenseplate_002
OFFSET=0.00, 0.025, -0.0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.25
SPOT=120
SPOT_SHARPNESS=0.5
COLOR=4,4,4,0.65
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

[INCLUDE: common/navigators.ini]

[Navigator_StyleModernLight]
Meshes = group03
@ = Navigator_Size, Resolution = "2048, 1024", Size = "2048, 1024", Offset = "0, 0", Scale = 0.5
Brightness = 0.7
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[Material_DigitalScreen]
Meshes = group03
MatrixType = TN
ScreenScale = 1500
ScreenAspectRatio = 1
UseTextureCoordinates = 1
