[DATA]
DISABLE_LIGHTSINI=1

[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE:pbr_int.ini]
[INCLUDE:pbr_ext.ini]


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.007
PROP_0 = ksAmbient, 0.036217
PROP_1 = ksDiffuse, 0.036217
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.00
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.159, Interior_Geo_lodA.2523, Coloured_Geo_lodA.014
PROP_0 = ksAmbient, 0.012
PROP_1 = ksDiffuse, 0.012
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.012
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 900

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.295, GrilleNoAlpha5_Geo_lodA.010
PROP_0 = ksAmbient, 0.033
PROP_1 = ksDiffuse, 0.033
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.007
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.008
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 900

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.027, Interior_Geo_lodA.009
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.007
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 900

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.755
PROP_0 = ksAmbient, 0.038
PROP_1 = ksDiffuse, 0.038
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.002
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = stcihesss
MESHES = 
PROP_0 = ksAmbient, 0.0219
PROP_1 = ksDiffuse, 0.0219
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.004
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.442
PROP_0 = ksAmbient, 0.04
PROP_1 = ksDiffuse, 0.038
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.003
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.022
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.047
PROP_0 = ksAmbient, 0.033
PROP_1 = ksDiffuse, 0.033
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.012
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.210
PROP_0 = ksAmbient, 0.04
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.022
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.064
PROP_0 = ksAmbient, 0.023
PROP_1 = ksDiffuse, 0.023
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,90
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.168
PROP_0 = ksAmbient, 0.035
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.022
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.026
PROP_0 = ksAmbient, 0.028
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.304, Interior_Geo_lodA.044
PROP_0 = ksAmbient, 0.037
PROP_1 = ksDiffuse, 0.037
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.030
PROP_0 = ksAmbient, 0.012
PROP_1 = ksDiffuse, 0.012
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.3675
PROP_0 = ksAmbient, 0.039
PROP_1 = ksDiffuse, 0.038
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.003
PROP_0 = ksAmbient, 0.038
PROP_1 = ksDiffuse, 0.038
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.040, Interior_Geo_lodA.128
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.014
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1M_Geo_lodA.018
PROP_0 = ksAmbient, 0.034
PROP_1 = ksDiffuse, 0.034
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.009
PROP_0 = ksAmbient, 0.02
PROP_1 = ksDiffuse, 0.02
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.019
PROP_0 = ksAmbient, 0.0552
PROP_1 = ksDiffuse, 0.0552
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = SeatBelt_Geo_lodA.021
PROP_0 = ksAmbient, 0.02
PROP_1 = ksDiffuse, 0.02
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.019
PROP_0 = ksAmbient, 0.002
PROP_1 = ksDiffuse, 0.002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.028
PROP_0 = ksAmbient, 0.034
PROP_1 = ksDiffuse, 0.034
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.048, Interior_Geo_lodA.053
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.013
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.035
PROP_0 = ksAmbient, 0.0035
PROP_1 = ksDiffuse, 0.0035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.085
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.012_SUB0
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.3642
PROP_0 = ksAmbient, 0.035
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.3559
PROP_0 = ksAmbient, 0.035
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.4604
PROP_0 = ksAmbient, 0.035
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.008
PROP_0 = ksAmbient, 0.035
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,40
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.005, Interior_Geo_lodA.010
PROP_0 = ksAmbient, 0.038
PROP_1 = ksDiffuse, 0.038
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,20
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.068, Interior_Geo_lodA.016, Interior_Geo_lodA.019, Interior_Geo_lodA.020, Interior_Geo_lodA.013, Interior_Geo_lodA.022, Interior_Geo_lodA.021, Interior_Geo_lodA.014, Interior_Geo_lodA.017
PROP_0 = ksAmbient, 0.18
PROP_1 = ksDiffuse, 0.18
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,28
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.049
PROP_0 = ksAmbient, 0.00152
PROP_1 = ksDiffuse, 0.00152
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.09
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.074
PROP_0 = ksAmbient, 0.0143
PROP_1 = ksDiffuse, 0.0143
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.09
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,330
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.032
PROP_0 = ksAmbient, 0.0322
PROP_1 = ksDiffuse, 0.0322
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,20
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Textured_Geo_lodA
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,20
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.028
PROP_0 = ksAmbient, 0.0233
PROP_1 = ksDiffuse, 0.023
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,20
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.173
PROP_0 = ksAmbient, 0.0002
PROP_1 = ksDiffuse, 0.0002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.15
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,220
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.011
PROP_0 = ksAmbient, 0.0001
PROP_1 = ksDiffuse, 0.0001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.08
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,220
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.157
PROP_0 = ksAmbient, 0.0435
PROP_1 = ksDiffuse, 0.0435
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,40
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.018
PROP_0 = ksAmbient, 0.031
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.007
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,240
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.005
PROP_0 = ksAmbient, 0.022
PROP_1 = ksDiffuse, 0.022
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,40
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.315
PROP_0 = ksAmbient, 0.00428
PROP_1 = ksDiffuse, 0.00422
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.099
PROP_... = isAdditive, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,540
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.234
PROP_0 = ksAmbient, 0.0122
PROP_1 = ksDiffuse, 0.0122
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.05
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,540
PROP_... = detailNormalBlend, 3



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.3545
PROP_0 = ksAmbient, 0.038
PROP_1 = ksDiffuse, 0.038
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.022
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,260
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.3592, Interior_Geo_lodA.3664
PROP_0 = ksAmbient, 0.028
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.035
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,360
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Iterior_Geo_lodA.3559
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier,60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.050
PROP_0 = ksAmbient, 0.04
PROP_1 = ksDiffuse, 0.04
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 70
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Interior_Geo_lodA.203
PROP_0 = ksAmbient, 0.026
PROP_1 = ksDiffuse, 0.026
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.017
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.174, Inteior_Geo_lodA.034
PROP_0 = ksAmbient, 0.0229
PROP_1 = ksDiffuse, 0.0229
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 80
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.034
PROP_0 = ksAmbient, 0.02
PROP_1 = ksDiffuse, 0.02
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 80
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.075
PROP_0 = ksAmbient, 0.0629
PROP_1 = ksDiffuse, 0.0629
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.045
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.307
PROP_0 = ksAmbient, 0.027
PROP_1 = ksDiffuse, 0.027
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.022
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.392
PROP_0 = ksAmbient, 0.037
PROP_1 = ksDiffuse, 0.037
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.004
PROP_0 = ksAmbient, 0.1
PROP_1 = ksDiffuse, 0.1
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.013
PROP_0 = ksAmbient, 0.08
PROP_1 = ksDiffuse, 0.08
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 30
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.478
PROP_0 = ksAmbient, 0.05
PROP_1 = ksDiffuse, 0.05
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.006
PROP_0 = ksAmbient, 0.045
PROP_1 = ksDiffuse, 0.045
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.007
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.002
PROP_0 = ksAmbient, 0.078
PROP_1 = ksDiffuse, 0.078
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrillNoAlpha5_Geo_lodA.003
PROP_0 = ksAmbient, 0.0142
PROP_1 = ksDiffuse, 0.0142
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.00
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 3


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha5_Geo_lodA.001
PROP_0 = ksAmbient, 0.063
PROP_1 = ksDiffuse, 0.063
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 50
PROP_... = detailNormalBlend, 3


[Material_Velvet_v2]
Meshes = Coloured_Geo_lodA.410
Reflectance = 0.0
BrightnessAdjustment = 0.028
LocalReflectionsForce = 1
DetailNormalPBRSecondaryColor = 0,0,0
DetailNormalBlend = 3
DetailScale = 30
ApplyTilingFix = 1
DetailNormalTexture = alcantara_nm.dds

[Material_Velvet_v2]
Meshes = Interior_Geo_lodA.4618
Reflectance = 0.0
BrightnessAdjustment = 0.034
LocalReflectionsForce = 1
DetailNormalPBRSecondaryColor = 0,0,0
DetailNormalBlend = 3
DetailScale = 30
ApplyTilingFix = 1
DetailNormalTexture = alcantara_nm.dds

[Material_Velvet_v2]
Meshes = Intrior_Geo_lodA.3559
Reflectance = 0.0
BrightnessAdjustment = 0.04
LocalReflectionsForce = 1
DetailNormalPBRSecondaryColor = 0,0,0
DetailNormalBlend = 3
DetailScale = 30
ApplyTilingFix = 1
DetailNormalTexture = alcantara_nm.dds


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.001
PROP_0 = ksAmbient, 0.030
PROP_1 = ksDiffuse, 0.030
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.002
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 550
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.420
PROP_0 = ksAmbient, 0.028
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.012
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 130
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.617
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 60
PROP_... = detailNormalBlend, 3

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.1073
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.033
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA.002
PROP_0 = ksAmbient, 0.00325
PROP_1 = ksDiffuse, 0.00325
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.003
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.1388
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.006
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.021
PROP_0 = ksAmbient, 0.010425
PROP_1 = ksDiffuse, 0.010425
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1_Geo_lodA.002
PROP_0 = ksAmbient, 0.00325
PROP_1 = ksDiffuse, 0.00325
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 290

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1_Geo_lodA.005
PROP_0 = ksAmbient, 0.00325
PROP_1 = ksDiffuse, 0.00325
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 650

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1_Geo_lodA, Coloured_Geo_lodA.010
PROP_0 = ksAmbient, 0.00325
PROP_1 = ksDiffuse, 0.00325
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 450

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = numberplate.001_number_texture.001_0
PROP_0 = ksAmbient, 0.025
PROP_1 = ksDiffuse, 0.025
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = 633.003, 633.008, 633.015, 633.004
PROP_0 = ksAmbient, 0.0127
PROP_1 = ksDiffuse, 0.0127
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.033
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = 633, 633.007, 633.012, 633.011
PROP_0 = ksAmbient, 0.07
PROP_1 = ksDiffuse, 0.07
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.05
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.036
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.035
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = 633.001, 633.010, 633.006, 633.013
PROP_0 = ksAmbient, 0.0001
PROP_1 = ksDiffuse, 0.0001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.027
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = CaliperLF Metal, CaliperLF Rubber, CaliperLF_SUB0, CaliperLF Rubber001, CaliperLF Metal001, CaliperLF001_SUB0, CaliperLR Pads001, CaliperLR Metal001, CaliperLR Pads, CaliperLR Metal
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.001
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = CaliperLF_SUB1.001, CaliperLF001_SUB1.001, CaliperLR001_SUB1.001, CaliperLR_SUB1.001
PROP_0 = ksAmbient, 0.0015
PROP_1 = ksDiffuse, 0.0015
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.026
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = gaugecluster_a
PROP_0 = ksAmbient, 0.2
PROP_1 = ksDiffuse, 0.2
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1_Geo_lodA.007
PROP_0 = ksAmbient, 0.0002
PROP_1 = ksDiffuse, 0.0002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.5
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.017
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = CSR2_CaliperZoneTextured
MESHES = 
PROP_0 = ksAmbient, 0.034
PROP_1 = ksDiffuse, 0.034
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.001
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = numberplate.001_number_texture.001_0.002
PROP_0 = ksAmbient, 0.037
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.001
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.013
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40


[Material_Metal_v2]
Materials= Brake_Disc.001
DetailScale=10
OcclusionMult=0.15

[Material_Aluminium_v2]
Materials= disc_black
Metalness = 0.5
Reflectance = 1.6                    
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 0.8, 0.4, 0.0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.3
DetailScale = 0

[Material_Aluminium_v2]
Materials= disc_gold.003
Metalness = 0.6
Reflectance = 1.6                    
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 0.8, 0.4, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.1
DetailScale = 0

[Material_Plastic_v2]
Materials =RT_Gloves
BrightnessAdjustment = 0.055
DetailScale = 100
Metalness = 0.05
Reflectance = 0.2

[Material_Plastic_v2]
Materials =RT_DriverSuit
BrightnessAdjustment = 0.055
DetailScale = 100
Metalness = 0.05
Reflectance = 0.01

[Material_Plastic_v2]
Materials =RT_DRIVER_Face
BrightnessAdjustment = 0.0655
DetailScale = 100
Metalness = 0.05
Reflectance = 0.01



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = 633.009, 633.002, 633.005, 633.014
PROP_0 = ksAmbient, 0.0502
PROP_1 = ksDiffuse, 0.0502
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.6
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.2
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 45



[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Tyre.002
PROP_0_... = ksSpecular,0.006
PROP_1_... = ksAmbient, 0.013
PROP_2_... = ksDiffuse, 0.013
PROP_3_... = ksSpecularExp, 60
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.004


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GEO_Plate.001
PROP_0 = ksAmbient, 0.045
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 40

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.011
PROP_0 = ksAmbient, 0.0055
PROP_1 = ksDiffuse, 0.0055
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 450

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.100
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.012
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 320

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.012
PROP_0 = ksAmbient, 0.02
PROP_1 = ksDiffuse, 0.02
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 320

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha4_Geo_lodA.001
PROP_0 = ksAmbient, 0.0035
PROP_1 = ksDiffuse, 0.0035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 320

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.107
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.009
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.027
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 650


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA.003
PROP_0 = ksAmbient, 0.0015
PROP_1 = ksDiffuse, 0.0015
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.009
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 650


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.773
PROP_0 = ksAmbient, 0.003
PROP_1 = ksDiffuse, 0.003
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 650

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.068
PROP_0 = ksAmbient, 0.00125
PROP_1 = ksDiffuse, 0.00125
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 650

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.051
PROP_0 = ksAmbient, 0.008
PROP_1 = ksDiffuse, 0.008
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.04
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.123
PROP_0 = ksAmbient, 0.008
PROP_1 = ksDiffuse, 0.008
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.04
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 5210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1M_Geo_lodA.003
PROP_0 = ksAmbient, 0.047313
PROP_1 = ksDiffuse, 0.047313
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.04
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.042
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 250

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.059, GrilleNoAlpha5_Geo_lodA.006, Coloured_Geo_lodA.040
PROP_0 = ksAmbient, 0.013
PROP_1 = ksDiffuse, 0.013
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.05
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha7_Geo_lodA
PROP_0 = ksAmbient, 0.028
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = buttomssswq
MESHES = 
PROP_0 = ksAmbient, 0.029
PROP_1 = ksDiffuse, 0.029
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.008
PROP_0 = ksAmbient, 0.018
PROP_1 = ksDiffuse, 0.018
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.7
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.034
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1M_Geo_lodA.001
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.04
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.1
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1M_Geo_lodA
PROP_0 = ksAmbient, 0.023
PROP_1 = ksDiffuse, 0.023
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.1
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1M_Geo_lodA.015
PROP_0 = ksAmbient, 0.08
PROP_1 = ksDiffuse, 0.08
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1M_Geo_lodA.002
PROP_0 = ksAmbient, 0.07
PROP_1 = ksDiffuse, 0.07
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Caron1M_Geo_lodA.015
PROP_0 = ksAmbient, 0.08
PROP_1 = ksDiffuse, 0.08
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.07
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1M_Geo_lodA.011
PROP_0 = ksAmbient, 0.07
PROP_1 = ksDiffuse, 0.07
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.048
PROP_0 = ksAmbient, 0.02
PROP_1 = ksDiffuse, 0.02
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.057
PROP_0 = ksAmbient, 0.02
PROP_1 = ksDiffuse, 0.02
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.1
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.003
PROP_0 = ksAmbient, 0.05
PROP_1 = ksDiffuse, 0.05
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA.007, Base_Geo_lodA.008
PROP_0 = ksAmbient, 0.009
PROP_1 = ksDiffuse, 0.009
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.075
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.112
PROP_0 = ksAmbient, 0.0155
PROP_1 = ksDiffuse, 0.0155
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.088
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 280



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1M_Geo_lodA.014
PROP_0 = ksAmbient, 0.0028
PROP_1 = ksDiffuse, 0.0028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.12088
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.039
PROP_0 = ksAmbient, 0.0028
PROP_1 = ksDiffuse, 0.0028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.088
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbn1M_Geo_lodA.014
PROP_0 = ksAmbient, 0.0028
PROP_1 = ksDiffuse, 0.0028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.8
PROP_0_... = ksSpecular,0.025
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.088
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 280

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleAlpha2_Geo_lodA.001
PROP_0 = ksAmbient, 0.009
PROP_1 = ksDiffuse, 0.003
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleAlpha2_Geo_lodA.002
PROP_0 = ksAmbient, 0.002
PROP_1 = ksDiffuse, 0.002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.168
Metalness = 0.6
Reflectance = 1.9                  
BrightnessAdjustment = 0.15
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.3, 0.52, 0.755, 0.8
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.32
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.269
Metalness = 0.5
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.6, 0.35, 0, 0.5
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.46
DetailScale = 0

[Material_Aluminium_v2]
Meshes = GrilleNoAlpha6_Geo_lodA.013
Metalness = 0.5
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.6, 0.35, 0, 0.5
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.25
DetailScale = 0

[Material_Aluminium_v2]
Meshes = GrilleNoAlpha6_Geo_lodA.011
Metalness = 0.5
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.6, 0.30, 0, 0.2
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.152
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.038, Coloured_Geo_lodA.431, Coloured_Geo_lodA.023, Coloured_Geo_lodA.018, Coloured_Geo_lodA.046, GrilleNoAlpha6_Geo_lodA
Metalness = 0.5
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.6, 0.35, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.35
DetailScale = 0



[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.227, Coloured_Geo_lodA.232
PROP_0 = ksAmbient, 0.0031
PROP_1 = ksDiffuse, 0.00531
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.302
PROP_0 = ksAmbient, 0.002
PROP_1 = ksDiffuse, 0.002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.259
PROP_0 = ksAmbient, 0.004
PROP_1 = ksDiffuse, 0.004
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.042
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleNoAlpha6_Geo_lodA.001
PROP_0 = ksAmbient, 0.011
PROP_1 = ksDiffuse, 0.011
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha6_Geo_lodA
PROP_0 = ksAmbient, 0.035
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.143
PROP_0 = ksAmbient, 0.004
PROP_1 = ksDiffuse, 0.004
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.042
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleNoAlpha6_Geo_lodA.004
PROP_0 = ksAmbient, 0.002
PROP_1 = ksDiffuse, 0.002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.05
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.007
PROP_0 = ksAmbient, 0.002
PROP_1 = ksDiffuse, 0.002
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1M.001, Carbon1.001
PROP_0 = ksAmbient, 0.0048
PROP_1 = ksDiffuse, 0.0048
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.03
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01524
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Engine.4555
PROP_0 = ksAmbient, 0.0075
PROP_1 = ksDiffuse, 0.0075
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.035
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.017
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Engine.2836, Paint_Geo_ldA.003
PROP_0 = ksAmbient, 0.00131
PROP_1 = ksDiffuse, 0.00131
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Engine.386
PROP_0 = ksAmbient, 0.115
PROP_1 = ksDiffuse, 0.115
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0205
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 210
RESOURCE_2 = txDetail
RESOURCE_COLOR_2 = 0.07, 0.06, 0.05

[Material_Aluminium_v2]
Meshes = Engine.111, Engine.934, Engine.063, Engine.063
Metalness = 0.6
Reflectance = 0.1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0,0.0,0,0.6
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.3
DetailScale = 10

[Material_Aluminium_v2]
Meshes = Engine.3408
Metalness = 0.6
Reflectance = 0.1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.1,0.1,0.5,0.6
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.1
DetailScale = 10


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Engine.2271
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.03
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 210


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA.004, Pint_Geo_lodA.001, Plaeeqene, Paint_Geo_lodA.003
PROP_0 = ksAmbient, 0.003
PROP_1 = ksDiffuse, 0.003
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.014
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Paint_Geo_lodA.003, Base_Geo_lodA.006
PROP_0 = ksAmbient, 0.00
PROP_1 = ksDiffuse, 0.00
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.014
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 210


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Paint_Geo_lodA.001, LightEmissive_Geo_lodA.004, Coloured_Geo_lodA.050
PROP_0 = ksAmbient, 0.0007
PROP_1 = ksDiffuse, 0.0007
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.014
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.004
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.03
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.033
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 90


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.186
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.055
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 510

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.030
PROP_0 = ksAmbient, 0.0001
PROP_1 = ksDiffuse, 0.0001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.045
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.021, Light_Geo_lodA.167
PROP_0 = ksAmbient, 0.008
PROP_1 = ksDiffuse, 0.008
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.003
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.055
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.163
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.03
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.003
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.055
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.268
PROP_0 = ksAmbient, 0.0525185
PROP_1 = ksDiffuse, 0.0525185
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.003
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.055
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 410

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.062
PROP_0 = ksAmbient, 0.04185
PROP_1 = ksDiffuse, 0.04185
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.003
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0755
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 410


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Carbon1_Geo_lodA.003
PROP_0 = ksAmbient, 0.0135
PROP_1 = ksDiffuse, 0.0135
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.05
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.017
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 210

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.016
PROP_0 = ksAmbient, 0.007
PROP_1 = ksDiffuse, 0.007
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.032
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.042
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Colred_Geo_lodA.004
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.035
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 110


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.005
PROP_0 = ksAmbient, 0.028
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.03
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.035
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Paint_Geo_lodA.053
PROP_0 = ksAmbient, 0.00
PROP_1 = ksDiffuse, 0.00
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.05
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.024
PROP_0 = ksAmbient, 0.037
PROP_1 = ksDiffuse, 0.037
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.04
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.115
PROP_0 = ksAmbient, 0.015
PROP_1 = ksDiffuse, 0.015
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.012
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.025
PROP_0 = ksAmbient, 0.008
PROP_1 = ksDiffuse, 0.008
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.102, Coloured_Geo_lodA.045
PROP_0 = ksAmbient, 0.015
PROP_1 = ksDiffuse, 0.015
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.015, Coloured_Geo_lodA.049
PROP_0 = ksAmbient, 0.0165
PROP_1 = ksDiffuse, 0.0165
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.006, Coloured_Geo_lodA.047
PROP_0 = ksAmbient, 0.014
PROP_1 = ksDiffuse, 0.014
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.032
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310


;ALPHA_TEST LIGHTS
[SHADER_REPLACEMENT_...]
MATERIALS = GRIDSSS, SCREWSSS, stcihesss, CSR2_CaliperZoneTextured, wignsds, LED3
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleAlpha1_Geo_lodA.002
PROP_0 = ksAmbient, 0.016
PROP_1 = ksDiffuse, 0.016
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = WindWWow_Geo_lodA.005
PROP_0 = ksAmbient, 0.00016
PROP_1 = ksDiffuse, 0.00016
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleAlpha1_Geo_lodA.003
PROP_0 = ksAmbient, 0.03
PROP_1 = ksDiffuse, 0.035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.008
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.006
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Interior_Geo_lodA.024
PROP_0 = ksAmbient, 0.053130952
PROP_1 = ksDiffuse, 0.053130952
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.008
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.006
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = LightEmissive_Geo_lodA.003
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.008
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.002
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =GrilleAlpha1_Geo_lodA.001
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.002
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.001
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 310


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.1175
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.04
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.086
PROP_0 = ksAmbient, 0.013
PROP_1 = ksDiffuse, 0.013
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = sunSpecular,0.0
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Ligh_Geo_lodA.003
PROP_0 = ksAmbient, 0.013
PROP_1 = ksDiffuse, 0.013
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.02
PROP_... = sunSpecular,0.0
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.005, Coloured_Geo_lodA.008, Coloured_Geo_lodA.065, Coloured_Geo_lodA.110
PROP_0 = ksAmbient, 0.02718
PROP_1 = ksDiffuse, 0.02718
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.0133
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.02
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Coloured_Geo_lodA.089
PROP_0 = ksAmbient, 0.0051
PROP_1 = ksDiffuse, 0.0051
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.001
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.062
PROP_0 = ksAmbient, 0.018
PROP_1 = ksDiffuse, 0.018
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.012
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.03
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.134
PROP_0 = ksAmbient, 0.01
PROP_1 = ksDiffuse, 0.01
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.012
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Badge_Geo_lodA.001, Badge_Geo_lodA.002
PROP_0 = ksAmbient, 0.004
PROP_1 = ksDiffuse, 0.004
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.012
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Badge_Geo_lodA.004
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.007
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Badge_Geo_lodA
PROP_0 = ksAmbient, 0.0015
PROP_1 = ksDiffuse, 0.0015
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.009
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Badge_Geo_lodA.003, Bdge_Geo_lodA
PROP_0 = ksAmbient, 0.0035
PROP_1 = ksDiffuse, 0.0035
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.009
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES =Paint_Geo_lodA.111, Bse_Geo_lodA.001
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.019
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA.001
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.0
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1M_Geo_lodA.019
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.019
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.14
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520




[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1_Geo_lodA.006
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.019
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.05
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 2

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.043, Coloured_Geo_lodA.044, Coloured_Geo_lodA.042
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.019
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.07
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 2


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.2282
PROP_0 = ksAmbient, 0.028
PROP_1 = ksDiffuse, 0.028
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.008
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.008
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = refl_black
MESHES = 
PROP_0 = ksAmbient, 0.013
PROP_1 = ksDiffuse, 0.013
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.015
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.2278
PROP_0 = ksAmbient, 0.008
PROP_1 = ksDiffuse, 0.008
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.005
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.013
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Paint_Geo_lodA.032
PROP_0 = ksAmbient, 0.0021
PROP_1 = ksDiffuse, 0.0021
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.008
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Window_Geo_lodA.006, Window_Geo_lodA.016
PROP_0 = ksAmbient, 0.006325
PROP_1 = ksDiffuse, 0.006325
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.017
PROP_... = isAdditive, 2
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 1520

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA.005
PROP_0 = ksAmbient, 0.001
PROP_1 = ksDiffuse, 0.001
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0051
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Light_Geo_lodA.003, Light_Geo_lodA.001
PROP_0 = ksAmbient, 0.0251
PROP_1 = ksDiffuse, 0.0251
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0051
PROP_... = isAdditive, 1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 1520


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Coloured_Geo_lodA.1162, Window_Geo_lodA.002
MaskPass=0.25
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=7.5
Desaturate=0
FilmIOR=1.3

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.001
MaskPass=0.25
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=7.5
Desaturate=0
FilmIOR=1.3

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.008
MaskPass=0.05
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=3
Desaturate=0
FilmIOR=1.45

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Interior_Geo_lodA.007
MaskPass=0.05
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=9.3
Desaturate=0
FilmIOR=1.22

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.015
MaskPass=0.025
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=4
Desaturate=0
FilmIOR=1.8


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Go_lodA.005
MaskPass=0.25
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=7
Desaturate=0
FilmIOR=1.35


;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.003
MaskPass=51
EXTRA_MASK_PASS_COLOR=170,100,0
ThicknessMult=4
Desaturate=0
FilmIOR=1.25

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.007
MaskPass=1
EXTRA_MASK_PASS_COLOR=170,00,0
ThicknessMult=6.8
Desaturate=0
FilmIOR=1.25

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Winow_Geo_lodA.012
MaskPass=1
EXTRA_MASK_PASS_COLOR=170,00,0
ThicknessMult=9
Desaturate=0
FilmIOR=1.25

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA
MaskPass=0
EXTRA_MASK_PASS_COLOR=170,00,0
ThicknessMult=9.9
Desaturate=0
FilmIOR=1.25

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Windw_Geo_lodA.010
MaskPass=1
EXTRA_MASK_PASS_COLOR=170,00,0
ThicknessMult=5
Desaturate=0
FilmIOR=1.4

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Liht_Geo_lodA.006
PROP_0 = ksAmbient, 0.1
PROP_1 = ksDiffuse, 0.1
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.2
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = LightEmissive_Geo_lodA.001, Light_Geo_lodA.004, LightEmissive_Geo_lodA, LightEmissive_Geo_lodA.002, LightEmisive_Geo_lodA.003
PROP_0 = ksAmbient, 0.06
PROP_1 = ksDiffuse, 0.06
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC,1
PROP_0_... = ksSpecular,0.015
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.72
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.037
PROP_0 = ksAmbient, 0.04
PROP_1 = ksDiffuse, 0.04
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0
PROP_... = isAdditive, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 1520

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Windw_Geo_lodA.005
MaskPass=0.025
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=2
Desaturate=0
FilmIOR=1.4

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.004
MaskPass=0.25
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=7
Desaturate=0
FilmIOR=1.35

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.013, Window_Geo_lodA.005
MaskPass=0
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=3.6
Desaturate=0
FilmIOR=1.23

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.005
MaskPass=0
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=9
Desaturate=0
FilmIOR=1.35

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Meshes = Window_Geo_lodA.011
MaskPass=0
EXTRA_MASK_PASS_COLOR=70,180,210
ThicknessMult=9
Desaturate=0
FilmIOR=1.15


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Crbon1_Geo_lodA
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.020
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Window_Geo_lodA.009, Coloured_Geo_lodA.009
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.01
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 2000

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.003, Coloured_Geo_lodA.002, Coloured_Geo_lodA.001
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1_Geo_lodA.001
PROP_0 = ksAmbient, 0.032
PROP_1 = ksDiffuse, 0.032
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.03
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0219
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Carbon1_Geo_lodA.004
PROP_0 = ksAmbient, 0.032
PROP_1 = ksDiffuse, 0.032
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.03
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.0219
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.1087
Metalness = 0.7
Reflectance = 1.3                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.22
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.765
Metalness = 0.7
Reflectance = 1.3                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.23
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Textured2_Geo_lodA.002
Metalness = 0.4
Reflectance = 1                 
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0.05
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.18
DetailScale = 0

[Material_Aluminium_v2]
Meshes =Textured2_Geo_lodA.017
Metalness = 0.7
Reflectance = 1.3                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0.2
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.17
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Paint_Geo_lodA.052
Metalness = 0.7
Reflectance = 1.3                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.18
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Paint_Geo_lodA.052
Metalness = 0.7
Reflectance = 1.3                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.18
DetailScale = 0

[Material_Aluminium_v2]
Meshes =Coloured_Geo_lodA.022
Metalness = 0.5
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.54
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.033
Metalness = 0.5
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.3
DetailScale = 0


[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.027
Metalness = 0.3
Reflectance = 1.3                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.518
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Interior_Geo_lodA.093, Cooured_Geo_lodA.034
Metalness = 0.3
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.37
DetailScale = 0

[Material_Aluminium_v2]
Meshes = Coloured_Geo_lodA.034
Metalness = 0.3
Reflectance = 1                  
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.24
DetailScale = 0


[Material_Aluminium_v2]
Meshes = Interior_Geo_lodA.4628
Metalness = 0.5
Reflectance = 1.3                 
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.5, 0.3, 0, 0
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
OcclusionMult=0.4
DetailScale = 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.1085, Colured_Geo_lodA.1091
PROP_0 = ksAmbient, 0.0105
PROP_1 = ksDiffuse, 0.0105
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.022
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Coloured_Geo_lodA.1091
PROP_0 = ksAmbient, 0.02105
PROP_1 = ksDiffuse, 0.021205
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.025
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 200


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleAlpha1_Geo_lodA
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.01
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = Base_Geo_lodA
PROP_0 = ksAmbient, 0.005
PROP_1 = ksDiffuse, 0.005
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.019
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = 
MESHES = GrilleNoAlpha4_Geo_lodA
PROP_0 = ksAmbient, 0.003
PROP_1 = ksDiffuse, 0.003
PROP_... = ksEmissive, 0, 0, 0 ; as usual, you can use "..." to fill indices automatically
PROP_... = fresnelC, 0.14
PROP_0_... = ksSpecular,0.023
PROP_... = fresnelEXP,1 
PROP_... = fresnelMaxLevel,0.005
PROP_... = isAdditive, 2
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 800







---------------------------

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1


[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HORN_AS_SIREN=0
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
TURNING_LIGHTS_REPEAT=1

[SHADER_REPLACEMENT_...]
MESHES= 
CULL_MODE=DOUBLESIDED

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=4000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.05 ; delay after throttle lift
DISCHARGE_DURATION=2 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=200; flame size
DISCHARGE_RPM_THRESHOLD_MAX=10000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=1 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=55 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=10000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=6 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm

[EXTRA_SWITCHES]
SWITCH_A=BAGS DOWN
SWITCH_A_FLAGS = HOLD_MODE
SWITCH_B=BAGS UP
SWITCH_B_FLAGS = HOLD_MODE

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=0.04
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.05

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,2

[INSTRUMENTS]
SPEED_LAG=0.7
SPEED_LIMIT=270

[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes =Interior_Geo_lodA.015
Resolution = 1105, 1150    ; texture resolution
Size = 1000, 445          ; size of the screen area
Offset = 30, 60              ; left top corner of screen area
Scale = 0.8                 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera
aftermarketComponent =1

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]  ; set digital screen material
Materials = Material #2
ScreenScale = 1000
ScreenAspectRatio = 1
MatrixType = TNxxxxxxx

[INCLUDE: common/materials_glass.ini]
ExteriorGlassTintedMaterials=glassmtl


[INCLUDE: common/materials_glass.ini]
ExteriorGlassTintedMaterials=,glassmtl

[INCLUDE: common/custom_emissive.ini]


[CustomEmissiveMulti]
Meshes = cluster_warning.001
Resolution = 812, 812
UseEmissive0AsFallback = 1
;Debug = 1 ; uncomment me to see the areas nicely
@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "62, 434", Size = "84, 104" , Color = "0, 10,0 " ,
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "163, 433", Size = "71, 100" , Color = "0, 10,0 " ,
@ = MultiItem, Role = ABS_INACTION, Start = "327, 439", Size = "80, 47", Color = "60,30,0",
@ = MultiItem, Role = DashWarningABS, Start = "326, 355", Size = "79, 60", Color = "60,30,0",
@ = MultiItem, Role = DashWarningEngine, Start = "585, 265", Size = "86, 72" , Color = "60,30,0",
@ = MultiItem, Role = HANDBRAKE, Start = "501, 349", Size = "82, 71", Color = "80, 0, 0",
@ = MultiItem, Role = HIGHBEAM, Start = "67, 259", Size = "85, 71", Color = "0, 0, 80",
@ = MultiItem, Role = LIGHT, Start = "677, 360", Size = "85, 45", Color = "0, 80, 0",
@ = MultiItem, Role = TC_INACTION , Start = "418, 429", Size = "72, 75", Color = "60, 30, 0",
@ = MultiItem, Role = DashWarningTC, Start = "502, 428", Size = "74, 83", Color = "60, 30, 0",
@ = MultiItem, Role = TYRE_PRESSURE, Start = "680, 438", Size = "66, 63", Color = "60, 30, 0", InputThreshold = 39, InputSelector = MAX , InputSelectorPivot=5 , Lag=0.2 
@ = MultiItem, Role = DashWarningSeatbelt, Start = "161, 346", Size = "65, 76" , Color = "80, 0, 0",
@ = MultiItem, Role = DashWarningAirbag, Start = "240, 346", Size = "81, 80" , Color = "80, 0, 0",
@ = MultiItem, Role = FUEL, Start = "670, 519", Size = "104, 110",  InputThreshold=11 ,InputInverse=1 , Lag=0.2, Color = "70,5,0", 



[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150 ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1 ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1 ; multiplier for frequency
WIND_OFFSET = 0.01 ; base animation

[WIPERS_TRACE_...]
SURFACE = Glass_SUB2
WIPERS = WIPER1, WIPER2

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1.5
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1.5
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WIND=1

/// EXTRAS

[ANIMATION_7]
FILE=cluster.ksanim
TIME= 0.01
BIND_TO_EXTRA_A=1

[ANIMATION_8]
FILE=gps.ksanim
TIME= 0.01
BIND_TO_EXTRA_B=1


/// Brake lights

[EMISSIVE_BRAKE_...]
NAME= Running lights, Brake lights, Brake 2
COLOR=25,0,0,2
FALLBACK_HEADLIGHTS_COLOR= 20,0,0, 0.75
LAG=0.4
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1


[EMISSIVE_REVERSE_0]
NAME = Reverse      ; name (one or more) of a mesh to glow
COLOR = 10, 10, 10, 1        ; glowing color if condition is met
LAG = 0.4                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_TURNSIGNAL_LEFT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=1000
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 0.69
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0.5
POSITION=1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=1000
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 0.69
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME= Light_Geo_lodA.003
COLOR=8, 3.5, 0,5
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME= Light_Geo_lodA.001
COLOR=8, 3, 0,15
LAG=0.7
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=1
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_RPM_FACTOR=0.03

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1


---------

[REFRACTING_HEADLIGHT_...]
SURFACE =Window_Geo_lodA.012
INSIDE = LightEmissive_Geo_lodA.002
ABSORPTION = 0.584
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
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 = 0.864
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1.1,0,0
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0
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 = 0,0.43016338,-2.3093567
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.58080137,0.43016338,-2.3571477
RADIUS = 0.14201356
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.5
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[EMISSIVE_LIGHT_...]
NAME= Light_Geo_lodA.002
COLOR=10.5,12.2,13,18
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= Light_Geo_lodA.006
COLOR=11,12.4,12.4,15
OFF_COLOR=0,0,0
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= Interior_Geo_lodA.101
COLOR=10,10,12,0.08
OFF_COLOR=10,10,12,0.08
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= LightEmissive_Geo_lodA.003
COLOR=10,10,12,20.08
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= Interior_Geo_lodA.015
COLOR=10,10,12,0.38
OFF_COLOR=10,10,12,0.38
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME= gaugecluster_a
COLOR=10,10,12,0.7
OFF_COLOR=10,10,12,0.7
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[EMISSIVE_LIGHT_...]
NAME=RPM_0
COLOR=10,4,1,1
OFF_COLOR=10,4,1,1
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT

[LIGHT_EXTRA_...]
BOUND_TO =gaugecluster_a
COLOR=10,10,10,7
OFF_COLOR=10,10,10,7
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.377, 0.82, 0.6
DIRECTION=0,0,-1
RANGE=0.175
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=0
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]
BOUND_TO =gaugecluster_a
COLOR=10,10,10,2
OFF_COLOR=10,10,10,2
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.00, 0.896, 0.534
DIRECTION=0,0,-1
RANGE=0.175
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=0
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]
BOUND_TO =gaugecluster_a
COLOR=10,5,10,60
OFF_COLOR=10,5,10,60
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.42
POSITION=-0, 0.336, 0.9
DIRECTION=0,0,-1
RANGE=0.175
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=0
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...]
BOUND_TO =gaugecluster_a
COLOR=10,5,10,20
OFF_COLOR=10,5,10,20
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.0, 0.627, 0.45
DIRECTION=0,0,-1
RANGE=0.13
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=0
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_LICENSEPLATE]
MESHES=GEO_Plate.001
OFFSET=0.05, 0.03,-0.01
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.2
SPOT=150
SPOT_SHARPNESS=0.7
COLOR=10,10,12,2.5
FALLBACK_EMISSIVE=0,0,0
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=0,0,0

[EMISSIVE_LIGHT_...]
NAME= Interior_Geo_lodA.060
COLOR=10,10,12,0.1
OFF_COLOR=10,10,12,0.1
LAG=0.8
SIMULATE_HEATING=0.3
CAST_LIGHT=1 
LOCATION=FRONT


[REFRACTING_HEADLIGHT_...]
SURFACE = Light_Geo_lodA.002
INSIDE = Light_Geo_lodA.062
ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.61
BOUNCED_BACK_MULT = 0.45
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 = 26.4
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 = 0.0050000055
INNER_SPECULAR = 0
INNER_SPECULAR_EXP = 800
IOR = 1.72
IOR_FLYOUT_FLAT = 0.12
LOD_BIAS = -2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.693244,2.041472
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.23
ORIGIN = 0.7043346,0.693244,2.1325853
RADIUS = 0.1229131
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.2
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.43
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[EMISSIVE_EXTRA_C_...] ; drl
NAME=Light_Geo_lodA.008
COLOR=43,23,10,70
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
INPUT_THRESHOLD_INVERSE=1

[EMISSIVE_BRAKE_...]
NAME= 105
COLOR=100,1,1,15
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[LIGHT_HEADLIGHT_...]
BIND_TO_HEADLIGHTS=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=400
BOUND_EXP=1
COLOR=1,1.02,1.1207,6
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -.5,2
EXTERIOR_ONLY=0
FADE_AT=200
FADE_SMOOTH=100
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.9
MIRROR=0.717
MIRROR_DIRECTION=0
POPUP_ENABLED=1
POSITION=0, 0.594, 2
RANGE=50
SPOT=70
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
SPECULAR_MULT=0

[LIGHT_BRAKE_...]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=200
BOUND_EXP=5
COLOR=1, 0.02, 0, 1.2
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.005, -0.1
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.64
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_COLOR=11, 0.02, 0.01, 0.051
OFF_FADE_MULT=0.77
OFF_MIRROR=0.7
OFF_MULT=0.1
OFF_POSITION=0, 0.438973, -1.6
OFF_RANGE_MULT=0.833185
POSITION=0, 0.5, -2
RANGE=1.2
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=2.5
SPOT=110
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.35

[SelfLight]
POSITION=0, 0.897, -2.7
SPOT=240
RANGE=0.18
COLOR = 100,0,0,0.34
BOUND_TO = Window_Geo_lodA.010
DIRECTION = 0.72,0,1
SPOT=270
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0.7,0,0

[SelfLight]
POSITION=-0, 0.746, -2.655
SPOT=240
RANGE=0.18
COLOR = 100,0,0,0.34
BOUND_TO = Window_Geo_lodA.010
DIRECTION = 0.72,0,1
SPOT=290
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0.5,0,0

[SelfLight]
POSITION=-0, 0.776, -2.655
SPOT=240
RANGE=0.17
COLOR = 100,0,0,0.215
BOUND_TO = Window_Geo_lodA.010
DIRECTION = 0.72,0,1
SPOT=200
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0.55,0,0

[SelfLight]
POSITION=-0.00, 1.2603, -2
SPOT=240
RANGE=0.23
COLOR = 100,0,0,0.15
BOUND_TO = Window_Geo_lodA.001
DIRECTION = 0.1,0,1
SPOT=300
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0,0,0

[SelfLight]
POSITION=0, 0.695, 2.1
SPOT=240
RANGE=0.17
COLOR = 100,100,100,5
BOUND_TO = Light_Geo_lodA.002
DIRECTION = 0.72,0,1
SPOT=200
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0.55,0,0

[LIGHT_EXTRA_...]
BOUND_TO = Light_Geo_lodA.002
COLOR=10,10,10,1.5
DIFFUSE_CONCENTRATION=0.5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0.9
POSITION=0, 0.65, 2.315
DIRECTION=0,-0.55,-2.4
RANGE=0.16
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=280
SPOT_SHARPNESS=0.3
LAG= 0.9

[LIGHT_EXTRA_...]
BOUND_TO = Light_Geo_lodA.002
COLOR=10,10,10,0.6
DIFFUSE_CONCENTRATION=0.5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0.6
POSITION=0, 0.65, 2.315
DIRECTION=0,-0.55,-2.4
RANGE=0.16
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=280
SPOT_SHARPNESS=0.3
LAG= 0.9

[LIGHT_EXTRA_...]
BOUND_TO = Light_Geo_lodA.002
COLOR=10,0,0,1
DIFFUSE_CONCENTRATION=0.5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0.6
POSITION=0, 0.745, -2.4
DIRECTION=0,0,1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=300
SPOT_SHARPNESS=0.3
LAG= 0.9

[SelfLight]
POSITION=0, 0.695, 1.9
SPOT=240
RANGE=0.13
COLOR = 100,100,100,5
BOUND_TO = Light_Geo_lodA.002
DIRECTION = 0.72,0,1
SPOT=230
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0.76,0,0

[SelfLight]
POSITION=0, 0.695, 2
SPOT=240
RANGE=0.13
COLOR = 100,100,100,5
BOUND_TO = Light_Geo_lodA.002
DIRECTION = 0.72,0,1
SPOT=230
SPOT_SHARPNESS = 0
SPOT_EDGE_SHARPNESS = 0
MIRROR=0.66,0,0


[EMISSIVE_BRAKE_...]
NAME=Window_Geo_lodA.010
COLOR=100,1,1,10
FALLBACK_HEADLIGHTS_COLOR=10,1,1,7.9
FALLBACK_BRAKES_COLOR=10,1,1,40
FALLBACK_BRAKES_COLOR_HIGHER=1
LAG=0.3
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=0



[REFRACTING_HEADLIGHT_...]
SURFACE = Light_Geo_lodA.008
INSIDE = Light_Geo_lodA.167
ABSORPTION = 0.02
AMBIENT_MULT = 0.29
BASE_EMISSIVE_K = 0.01
BOUNCED_BACK_MULT = 0.85
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 = 0.71
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 1
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.7
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.7285244,2.0483341
NM_SHARE_EXT = 1
NM_SHARE_INT = 0.85
ORIGIN = 0.7064176,0.7285244,2.1986127
RADIUS = 0.32720003
REFLECTIVENESS_DIFFUSE_MULT = 100
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.78
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_...]
SURFACE = Window_Geo_lodA.010
INSIDE = Light_Geo_lodA.009
ABSORPTION = 1
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.13
BOUNCED_BACK_MULT = 0.67
BULB_BLUR_K = 2
BULB_COLOR = 1,0,0
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 = 0.85099995
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.07
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 13
F0 = 0.57
GLASS_COLOR = 1,0,0
GLASS_EMISSIVE_MULT = 0.31
GLASS_EXTRA_THICKNESS = 0.009500007
INNER_SPECULAR = 0
INNER_SPECULAR_EXP = 800
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -1.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,0.8368105,-2.1910915
NM_SHARE_EXT = 0
NM_SHARE_INT = 0
ORIGIN = 0.6121826,0.8368105,-2.2747476
RADIUS = 0.13753454
REFLECTIVENESS_DIFFUSE_MULT = 87.3
REFLECTIVENESS_MULT = 5.3
REFLECTIVE_GAMMA = 0.8
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.34
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[EMISSIVE_BRAKE_...]
NAME= Window_Geo_lodA.001
COLOR=100,1,1,41
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1

[REFRACTING_HEADLIGHT_...]
SURFACE = Widow_Geo_lodA.001
INSIDE = Ligt_Geo_lodA.005
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 = 0.0050000055
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 = 0,1.2968366,-0.99841726
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.10273991,1.2966806,-1.0031847
RADIUS = 0.112738684
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.12
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[REFRACTING_HEADLIGHT_...]
SURFACE = Light_Geo_lodA.006
INSIDE = Light_Geo_lodA.007
ABSORPTION = 0.15799999
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.78
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 0,0.4583335,1
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 = 33.83
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 = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1
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 = 2.9802322e-08,0.692777,2.0410585
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.70463145,0.6927769,2.0472164
RADIUS = 0.0297092
REFLECTIVENESS_DIFFUSE_MULT = 88.7
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 0.5
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.88
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0


[ANIMATED_WIPER_...]
MESHES =C oloured_Geo_lodA.102, Coloured_Geo_lodA.045, Coloured_Geo_lodA.047, Coloured_Geo_lodA.006, Coloured_Geo_lodA.015, Coloured_Geo_lodA.049, Coloured_Geo_lodA.102
UNDERLYING_SURFACE = Coloured_Geo_lodA.1162
DEBUG = 1 ; remove when everything is ready

[MESH_ADJUSTMENT_...]
MESHES = 
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

[ANIMATED_WIPER_0]
DEBUG = 1
MESHES = 'C oloured_Geo_lodA.102', Coloured_Geo_lodA.045, Coloured_Geo_lodA.047, Coloured_Geo_lodA.006, Coloured_Geo_lodA.015, Coloured_Geo_lodA.049, Coloured_Geo_lodA.102
UNDERLYING_SURFACE = Coloured_Geo_lodA.1162
GROUP_0 = 'Coloured_Geo_lodA.006@A=*', 'Coloured_Geo_lodA.015@A=*', 'Coloured_Geo_lodA.102@A=*'
GROUP_0_ANGLE_TO = 73.6
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 = -0.7154443, 0.8767375, 0.6687142
GROUP_0_PIVOT = 0.06791313, 0.8282785, 0.9509853
GROUP_1 = 'Coloured_Geo_lodA.047@A=*', 'Coloured_Geo_lodA.049@A=1,3-8', 'Coloured_Geo_lodA.045@A=*'
GROUP_1_ANGLE_TO = 74
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 = -0.1764295, 0.8819901, 0.8086549
GROUP_1_PIVOT = 0.6250045, 0.820779, 0.8478314
GROUP_1_RUBBER_FROM = 0.3726281, 0.8871756, 0.7838209
GROUP_1_RUBBER_OFFSET_AMOUNT = 0.0057613556
GROUP_1_RUBBER_OFFSET_EXP = 1.914
GROUP_1_RUBBER_OFFSET_POS = 0.48618743
GROUP_1_RUBBER_TO = -0.1762963, 0.8792727, 0.8059251
GROUP_1_TWIST_FROM = 0.049999993
GROUP_1_TWIST_TO = 0.844









