[DISTANT_GLOW]
THRESHOLD = 25
SHARED_THRESHOLD = 25

[SOL]
HORIZON_OFFSET = 0.0
DOME_SIZE = 24000
SUN_DAWN = 1
SUN_DUSK = 1
FOG_LEVEL = 0.90
FOG_BLEND = 1.15
FOG_DISTANCE = 0.9
SMOG_MORNING = 0.05
SMOG_NOON = 0.1
SMOG_EVENING = 0.15
EXPOSURE_FIX = 1

[LIGHTING]
SPECULAR_MULT=0.15
LIT_MULT=1

[INCLUDE]
INCLUDE=common/conditions.ini

[GRASS_FX]
GRASS_MATERIALS = SANDEDGES, 59, 60, 82, 70, 88, 81, 82, 83, TOP, 91, 107, 27, 86, 78, 49, 87, 12
OCCLUDING_MATERIALS_ALPHA = 69
OCCLUDING_MATERIALS = Material#4, Material#5, 105, 17, 114
MASK_BLUR = 1
HEIGHT_MULT = 2.6
EDGE_MULT = 1
COLOR_FACTOR = 0.7
TYPE_OFFSET = 1
SHAPE_SIZE = 1.5
SHAPE_TIDY = 0
SHAPE_CUT = 0.2
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3

;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_0]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=street lights
MESHES=mp-lights_emissive?
OFFSET=0,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0,-0.5,0
DIRECTION_ALTER=0,-0.5,0
SPOT=175
SPOT_SHARPNESS=0.5
RANGE=30
RANGE_GRADIENT_OFFSET=0.1
FADE_AT=700
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.7
CLUSTER_THRESHOLD=20
COLOR=255,255,255,0.025
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_0]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=street lights glow
MESHES=mp-lights_emissive?
KEY_0=ksEmissive
VALUE_0=255,219,183,0.5
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH


;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_1]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=liqui molly bridge lights
MESHES=mp-Lights_Sponsor?
OFFSET=0,0,0
DIRECTION=NORMAL
SPOT=85
SPOT_SHARPNESS=0.3
RANGE=12
RANGE_GRADIENT_OFFSET=0.1
FADE_AT=500
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.9
CLUSTER_THRESHOLD=1
COLOR=255,190,120,0.05
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_1]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=liqui molly bridge lights glow
MESHES=mp-Lights_Sponsor?
KEY_0=ksEmissive
VALUE_0=255,190,120,0.5
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_2]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=pits all around
MESHES=mp-MP_Box_Lights001
OFFSET=0,3.5,0
DIRECTION=0,-1,0
DIRECTION_OFFSET=0,-0.5,0
SPOT=180
SPOT_SHARPNESS=0.5
RANGE=20
RANGE_GRADIENT_OFFSET=0.3
FADE_AT=700
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.7
CLUSTER_THRESHOLD=15
COLOR=225,240,255,0.025
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_2]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=pits all around
MESHES=mp-MP_Box_Lights001
KEY_0=ksEmissive
VALUE_0=225,240,255,0.5
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_3]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=gantry lights
MESHES=mp-Lights_Sponsor002
OFFSET=0,0,0
DIRECTION=NORMAL
; DIRECTION_OFFSET=0,-0.5,0
SPOT=75
SPOT_SHARPNESS=0.25
RANGE=15
RANGE_GRADIENT_OFFSET=0.25
FADE_AT=500
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.9
CLUSTER_THRESHOLD=2
COLOR=225,240,255,0.025
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_3]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=gantry lights
MESHES=mp-Lights_Sponsor002
KEY_0=ksEmissive
VALUE_0=225,240,255,0.5
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
KEY_3=ksAmbient
VALUE_3=0.3
VALUE_3_OFF=0.3
KEY_4=ksDiffuse
VALUE_4=0.3
VALUE_4_OFF=0.3
CONDITION=NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=side bridges
MATERIALS=44
OFFSET=0,0,0
DIRECTION=NORMAL
; DIRECTION_OFFSET=0,-0.5,0
SPOT=165
SPOT_SHARPNESS=0.25
RANGE=10
RANGE_GRADIENT_OFFSET=0.25
FADE_AT=500
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.9
CLUSTER_THRESHOLD=2
COLOR=255,200,155,0.05
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=side bridges
MATERIALS=44
KEY_0=ksEmissive
VALUE_0=255,200,155,0.5
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 2
DESCRIPTION = marshal stands
MATERIALS = marshall
OFFSET = 0,1,0
DIRECTION = 0,-1,0
SPOT = 170
SPOT_SHARPNESS = 0.5
RANGE = 10
RANGE_GRADIENT_OFFSET = 0.1
DIFFUSE_CONCENTRATION=0.5
FADE_AT = 500
FADE_SMOOTH = 25
CLUSTER_THRESHOLD = 20
COLOR = 255,240,180,0.025
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = s/f liqui molly ads
MATERIALS = 7
KEY_0 = ksEmissive
VALUE_0 = 255,200,100,0.005
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 2
DESCRIPTION=all the other windows around
MATERIALS = 111
OFFSET = 0,-5,0
DIRECTION = 0,1,0
SPOT = 150
SPOT_SHARPNESS = 0.5
RANGE = 15
RANGE_GRADIENT_OFFSET = 0.1
DIFFUSE_CONCENTRATION=0.5
FADE_AT = 1500
FADE_SMOOTH = 25
CLUSTER_THRESHOLD = 40
COLOR = 255,190,100,0.025
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

; [MATERIAL_ADJUSTMENT_...]
; ACTIVE = 1
; KEY_0 = ksEmissive
; VALUE_0 = 255,200,100,0.005
; VALUE_0_OFF = 0
; KEY_1 = ksAlphaRef
; VALUE_1 = -193
; VALUE_1_OFF = 0
; CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=hotel from below
MATERIALS=72
OFFSET=0,-15,0
DIRECTION=0,1,0
SPOT=70
SPOT_SHARPNESS=0.75
RANGE=30
RANGE_GRADIENT_OFFSET=0.4
FADE_AT=500
FADE_SMOOTH=33
DIFFUSE_CONCENTRATION=0.5
CLUSTER_THRESHOLD=10
COLOR=225,190,155,0.025
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 108
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = Structures_house_A_MAPrflec2.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = Structures_house_A_MAPrflec2.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=hotel windows 1
MATERIALS = 108
KEY_0 = ksEmissive
VALUE_0 = 255,120,50,0.005
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 103
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = structures_house_b_mapreflec1.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = structures_house_b_mapreflec1.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=more windows 2
MATERIALS = 103
KEY_0 = ksEmissive
VALUE_0 = 255,120,50,0.005
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 100
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = circuithouses_difreflec1.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = circuithouses_difreflec1.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=more windows 3
MATERIALS = 100
KEY_0 = ksEmissive
VALUE_0 = 255,220,150,0.0025
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 116
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = mount_panorama_mapreflecfix2.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = mount_panorama_mapreflecfix2.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=more windows 4
MATERIALS = 116
KEY_0 = ksEmissive
VALUE_0 = 255,255,255,0.0075
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 56
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = structures_at_difreflecmap1.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = structures_at_difreflecmap1.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=more windows 5
MATERIALS = 56
KEY_0 = ksEmissive
VALUE_0 = 255,120,50,0.005
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = GENERIC_tent_COLOR_0.002
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = generic_tent_dif1.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = generic_tent_dif1.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=tent windows 6
MATERIALS = GENERIC_tent_COLOR_0.002
KEY_0 = ksEmissive
VALUE_0 = 255,220,210,0.1
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 109
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = houses_b1.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = houses_b1.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=more distant windows 1
MATERIALS = 109
KEY_0 = ksEmissive
VALUE_0 = 255,220,250,0.025
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 111
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = houses_a1.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = houses_a1.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=more distant windows 2
MATERIALS = 111
KEY_0 = ksEmissive
VALUE_0 = 255,220,150,0.025
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;

[SHADER_REPLACEMENT_...]
MATERIALS = 116
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = mount_panorama_mapreflecfix2.dds
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = mount_panorama_mapreflecfix2.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=pitbuilding windows and more
MATERIALS = 116
KEY_0 = ksEmissive
VALUE_0 = 255,220,150,0.01
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 2
DESCRIPTION = hotel spheric lights
MESHES = mp-HotelRydges.001
MESHES = mp-HotelRydges.001
OFFSET = 0,1,0
DIRECTION = 0,-1,0
SPOT = 0
SPOT_SHARPNESS = 0.5
RANGE = 20
RANGE_GRADIENT_OFFSET = 0.1
DIFFUSE_CONCENTRATION=0.5
FADE_AT = 500
FADE_SMOOTH = 25
CLUSTER_THRESHOLD = 5
COLOR = 255,200,100,0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = hotel spheric lights glow
MESHES = mp-HotelRydges.001
KEY_0 = ksEmissive
VALUE_0 = 255,200,100,0.25
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; heli animations
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Animated objects


[ANIMATED_...]
NODE = helicopter_red
ANIMATION = heli_redfly_x.ksanim
DURATION = 192

[ANIMATED_...]
NODE = helicopter_hughes_00
ANIMATION = heli_hughesfly_00_x.ksanim
DURATION = 120

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;helicopter blade rotation
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHADER_REPLACEMENT_...]
MATERIALS = Rotor
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 150.6, 0

[SHADER_REPLACEMENT_...]
MATERIALS = Rotor2
SHADER = stPerPixelNM_UVflow
PROP_0 = offsetNMSpeed, 150.6, 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;helicopter lights
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONDITION_...]
NAME = BLINK
INPUT = ONE
FLASHING_FREQUENCY = 5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[CONDITION_...]
NAME = BLINK_ALT
INPUT = ONE
FLASHING_FREQUENCY = -5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli green
MATERIALS = heligreen, Hughes500_GreenLight
KEY_0 = ksEmissive
VALUE_0 = 0,255,0,1
VALUE_0_OFF = 0
CONDITION = BLINK

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli red
MATERIALS = helired, Hughes500_RedLight
KEY_0 = ksEmissive
VALUE_0 = 255,0,0,2
VALUE_0_OFF = 0
CONDITION = BLINK_ALT

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = heli cockpit
MATERIALS = heliinside, Hughes500_Navlights
KEY_0 = ksEmissive
VALUE_0 = 55,255,55,0.25
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = make heli sky flooder visible at night
MATERIALS = helispot
KEY_0 = alpha
VALUE_0 = 0.5
VALUE_0_OFF = ORIGINAL
KEY_1 = ksAlphaRef
VALUE_1 = 1
VALUE_1_OFF = ORIGINAL
KEY_2 = ksDiffuse
VALUE_2 = 1
VALUE_2_OFF = ORIGINAL
BLEND_MODE = ALPHA_BLEND
 ;BLEND_MODE=ALPHA_TEST
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = make heli sky flooder glow
MATERIALS = helispot
KEY_0 = ksEmissive
VALUE_0 = 5
VALUE_0_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; balloon flames
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONDITION_...]
NAME = BALOON_FLAMES1
INPUT = ONE
FLASHING_FREQUENCY = 0.2
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)

[CONDITION_...]
NAME = BALOON_FLAMES2
INPUT = ONE
FLASHING_FREQUENCY = 0.1
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)

[CONDITION_...]
NAME = BALOON_FLAMES3
INPUT = ONE
FLASHING_FREQUENCY = 0.4
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)

[CONDITION_...]
NAME = BALOON_FLAMES4
INPUT = ONE
FLASHING_FREQUENCY = 0.3
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)

[CONDITION_...]
NAME = BALOON_FLAMES5
INPUT = ONE
FLASHING_FREQUENCY = 0.35
FLASHING_SMOOTHNESS = 0.3
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_NOISE_BOUND = 1
FLASHING_NOISE_SPEED = 3
FLASHING_LUT = (|0=0|0.8=0|0.89=0.5|0.9=1|0.91=0|1.0=0|)

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames1
MATERIALS = flame, balloon
KEY_0 = ksEmissive
VALUE_0 = 255, 220,185,0.001
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = BALOON_FLAMES1

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames2
MATERIALS = flame1, balloon1
KEY_0 = ksEmissive
VALUE_0 = 255, 220,185,0.001
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = BALOON_FLAMES2

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames3
MATERIALS = flame2, balloon2
KEY_0 = ksEmissive
VALUE_0 = 255, 220,185,0.001
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = BALOON_FLAMES3

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames4
MATERIALS = flame3, balloon3
KEY_0 = ksEmissive
VALUE_0 = 255, 220,185,0.001
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = BALOON_FLAMES4

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames5
MATERIALS = flame4, balloon4
KEY_0 = ksEmissive
VALUE_0 = 255, 220,185,0.001
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = BALOON_FLAMES5

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
DESCRIPTION = balloon flames1
MATERIALS = ignition?
KEY_0 = ksEmissive
VALUE_0 = 255, 220,185,0.05
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = ALWAYS_ON

; balloon flames end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; defaults

[DEFAULTS]
Road__track = 96, 113
Road_Side__track = ?edge?, RMB?, 66
PUDDLES__track = GRUNGE?, $Road__track, ROAD_?_WET, TENNIS, 41, 76, 79, 101, ?line?, REDLINE
SOAKING__track = $Road__track, TENNIS, 76
SMOOTH__track = 62, 70, 72, 76, 77, 92, 105, 112, 114, 116, board?, Material #5, ?jersey, Truck?, ?truck?, ?Tent?, ?tent?, TIRES, ?Flag?
ROUGH__track = 36, 66, Bark, bushes?, RMBL
LINES__track = 79, ?LINE?, ?line?, 101

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; rain fx preparation, have to be finished after official CSP release
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RAIN_FX]
PUDDLES_MATERIALS = $PUDDLES__track
SOAKING_MATERIALS = $SOAKING__track
SMOOTH_MATERIALS = $SMOOTH__track
ROUGH_MATERIALS = $ROUGH__track
LINES_MATERIALS = $LINES__track


; define edges or points from where rain should drip down...
; STREAM_EDGE_... = 254.07, 33.84, -539.71, 222.69, 33.8, -545.73  ; x1,y1,z1 , x2,y2,z2
; STREAM_POINT_... =                ; x,y,z

