[ABOUT] AUTHOR=leBluem, x4fab, peter boese, atrip3, rusty, gunnar333 VERSION=11.0 DATE_RELEASE=2024 april 9 LIGHTS_COUNT=~250/450/1100 NOTES=added new castle, fences, bmw wall, Schmitz Kurve ; inserted extra kn5's, lights come later [MODEL_REPLACEMENT_0] FILE=ks_nordschleife.kn5 INSERT=ks_nordschleife__lights.kn5 INSERT_AFTER=Rectangle008 ;;; if you want to hide the Television Van and Tow-truck in tourist's parking lot ;;; uncomment this: ;HIDE=Object137, carratt002 [MODEL_REPLACEMENT_1] FILE=ks_nordschleife.kn5 INSERT=ks_nordschleife_rceday.kn5 INSERT_AFTER=Rectangle008 ;;; [INCLUDE] INCLUDE=common/conditions.ini, common/materials_track.ini, common/grass_fx.ini, common/custom_emissive.ini [INCLUDE] INCLUDE=ks_nordschleife_smoke.ini [BASIC] USE_WINTER_DIRT_COLOR = 1 [WIND] DYNAMIC_FLAGS = AUTO [EXTRA_FX] SKIP_GBUFFER = material:graffiti2, material:gravel-rd, material:contrails [SHADER_REPLACEMENT_0] MATERIALS=fence-tile,fence,fence2-tile,pitlane-alphaTS BLEND_MODE=ALPHA_TEST IS_TRANSPARENT=0 SEMITRANSPARENT_SHADOWS = 0 [SHADER_REPLACEMENT_1] MATERIALS=top2, grass side shad 3, 08 - Default, asph shad, curbs, grail-new, marsh-house, Nissan_Atlas_2007 CAST_SHADOWS=1 DOUBLE_FACE_SHADOW_BIASED=1 [SHADER_REPLACEMENT_2] MATERIALS=Vehicles, signs1, TV_Stuff, parkAO-shad, park1, glass-solid, park-roof, park-totem, wall-t13, tile detail?,\ park-sidewalk, ED, hyun, bridges, tents, jersey, ppl, parkAO-shad2 CAST_SHADOWS=1 DOUBLE_FACE_SHADOW_BIASED=1 [SHADER_REPLACEMENT_3] MATERIALS=treesline SHADER=ksTree [SHADER_REPLACEMENT_4] MATERIALS=trees1 PROP_0=ksEmissive, 0, 0, -0.001 [SHADER_REPLACEMENT_5] ; fixes receiving shadows, by Marocco2 MATERIALS = bushes1 SHADER = ksPerPixelAT PROP_0=ksAmbient, 0.25 PROP_1=ksDiffuse, 0.14 [SHADER_REPLACEMENT_6] MATERIALS = glass-transp, MATglass-transp DOUBLE_FACE_SHADOW_BIASED = 1 IS_TRANSPARENT = 1 CAST_SHADOWS = 1 BLEND_MODE = ALPHA_TEST ; EXTRA_MASK_PASS = 1 ; whats this ; EXTRA_MASK_PASS_OPACITY = 3 ; makes it not pleasing ; all right, but please don't use alpha test with IS_TRANSPARENT, and don't use it for glass ; ...but it works with this, fixing double-transparency bug for glass-windows in VR [Material_RoomWindows] Materials=glass-transp [MATERIAL_ADJUSTMENT_18] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=glass windows MATERIALS=?glass-transp KEY_0=ksDiffuse VALUE_0=0.00005 KEY_1=ksAmbient VALUE_1=0.00005 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [RAIN_FX] PUDDLES_MATERIALS = asph shad, asph shad dark, whiteline, Kleinekarussell, graffiti2, pavement-brick, asphalt-, karussell SOAKING_MATERIALS = asph shad, asph shad dark, Kleinekarussell, graffiti2, pavement-brick, concgrid, gravel-rd,\ sand, sand_brd, park-halt, t13, asphalt-, karussell SMOOTH_MATERIALS = grail-new, signs1, fence-tile, names, MB_Sprinter_2014, jersey, km, Skoda_Octavia_Combi_2013, TV_Stuff,\ Vehicles, advert, Nissan_Atlas_2007, trk-red ROUGH_MATERIALS = marshall, ppl, bushes?, top? LINES_MATERIALS = whiteline, crk_long ;;; leBluem: added april 2024 [SHADER_REPLACEMENT_...] MATERIALS = crk_long SHADER = ksPerPixelAlpha DEPTH_MODE = NOWRITE PROP_... = alpha, 0.25 ;;; leBluem end [SMOOTH_NORMALS_...] MATERIALS = asph shad, asph shad dark PRECISION = 0.001 NORMAL_CONTRIBUTION = 0 NORMAL_REPAIR = 0.9, 0, 1, 0 [MESH_ADJUSTMENT_0] MESHES=texture:We Asph ? IS_TRANSPARENT=0 [SHADER_REPLACEMENT_...] MESHES=leaves_3d?, BA, FE, I, BS LOD_OUT=800 [SHADER_REPLACEMENT_...] MESHES=BB, xyz, ZZZ, eee LOD_OUT=900 [BOUNCED_LIGHT] SUPPORTED=1 OBJECT_MATERIALS=tree_shadow, branch?, fence?, grail?, Nissan?, marshall, jersey, ?house?, ?hotel?, tent?, TV_Stuff, Skoda? CLIP_POINT_0=-2542.08, 42.57, -11.57 CLIP_POINT_1=-476.46, 141.38, 2364.61 CLIP_POINT_2=173.12, 111.08, 1733.29 BASE_CLIP_Y=1000 BASE_WEIGHT_MULT=0.01 [BOUNCED_LIGHT_ADJUSTMENT_...] CENTER=-441.05, -141.52, -1993.56 RADIUS=200 CLIP_BASE_Y=-200 CLIP_POINT_...= -440.49, -145.23, -1996.67 CLIP_POINT_...= -468.28, -136.91, -2005.69 CLIP_POINT_...= -416.11, -135.55, -1975.77 CLIP_POINT_...= -418.04, -149.52, -2037.85 CLIP_POINT_...= -452.52, -142.24, -1974.21 [BOUNCED_LIGHT_ADJUSTMENT_...] CLIP_BASE_Y=-200 CLIP_POINT_0=-1968.31, 77.18, 1774.44 [PARTICLES_FX] FIREWORKS_POS_...= -777.02, 140.0, 2242.96 FIREWORKS_POS_...= 962.05, 76.3, 1360.24 FIREWORKS_POS_...= 1666.27, 61.94, 992.43 FIREWORKS_POS_...= 1895.12, 65.85, 234.34 FIREWORKS_POS_...= 2263.23, 50.19, 194.03 FIREWORKS_POS_...= 3566.25, 61.15, -1082.29 FIREWORKS_POS_...= 2683.71, 132.54, -1869.18 FIREWORKS_POS_...= 2393.75, 67.98, -1591.12 FIREWORKS_POS_...= -551.94, -107.5, -1812.16 FIREWORKS_POS_...= -2354.74, 72.71, 547.26 FIREWORKS_POS_...= -2075.01, 75.84, 1745.74 FIREWORKS_POS_...= -1646.82, 103.36, 2020.07 ; grassfx start [GRASS_FX] ; mention all the materials you wanna use ; a separate MATERIALS= is later in GRASS_FX_ADJUSTMENT_... GRASS_MATERIALS=connection, 08 - Default, grass, grs_brd, asph_ext, sbanc_c, grass side shad 3, brickfloor2 ; list of occluding materials: for example, road mesh covering grass mesh ; adding road material here would stop grass from showing through the road ; if you dont need it, leave it empty and in here! OCCLUDING_MATERIALS = ; same is possible for meshes ; (we dont need that here for nords) ; OCCLUDING_MESHES= ; list of smoothly occluding materials: imagine a piece of grass and a piece of sand on top, smoothly blending out showing grass, add sand material here for transition to work nicely OCCLUDING_MATERIALS_ALPHA=asph_green, gravel-rd, sand_brd, asphalt-, brickfloor? ; this is for hiding original grass ; if you want to keep the original 3d grass, just leave it empty and in here! ; if this line is missing, all objects using "ksGrass"-shader will be hidden! ; so for nords only hide one material here (in gp part), other original 3d-grass is fine ORIGINAL_GRASS_MATERIALS=Material #0 ; shift color of these surfaces more brown when camera is nearby and grassFX is active ; so it’d look more like soil COLOR_SHIFT_MATERIALS=connection, 08 - Default, grass, grs_brd, asph_ext, sbanc_c, grass side shad 3, brickfloor2, asphalt- ; very inclusive mask MASK_MAIN_THRESHOLD=-1 MASK_RED_THRESHOLD=0 MASK_MIN_LUMINANCE=-1 MASK_MAX_LUMINANCE=1 ; load texture, dissecting it in next sections TEXTURE=grass_fx/highlands.dds ; located next to config file; if not found there, patch would look in its textures folder TEXTURE_GRID=8, 3 ; columns and rows ; very inclusive mask MASK_MAIN_THRESHOLD=-1 MASK_RED_THRESHOLD=0 MASK_MIN_LUMINANCE=-1 MASK_MAX_LUMINANCE=1 ; hold on, not done yet, lets ; define a grass group0 and some pieces from texture [GRASS_FX_TEXTURE_GROUP_0] ; only the grass parts, no flowers from "extension/textures/grass_fx/highlands.dds" PIECE_0=1, 0 PIECE_0_CHANCE=0.0875 PIECE_1=2, 0 PIECE_1_CHANCE=0.0875 PIECE_2=3, 0 PIECE_2_CHANCE=0.0875 PIECE_3=4, 0 PIECE_3_CHANCE=0.0875 PIECE_4=5, 0 PIECE_4_CHANCE=0.0875 PIECE_5=6, 0 PIECE_5_CHANCE=0.0875 PIECE_6=7, 0 PIECE_6_CHANCE=0.0875 PIECE_7=8, 0 PIECE_7_CHANCE=0.0875 PIECE_8=6, 1 PIECE_8_CHANCE=0.0875 PIECE_9=7, 1 PIECE_9_CHANCE=0.0875 PIECE_10=8, 1 PIECE_10_CHANCE=0.0875 PIECE_11=1, 2, 2, 1 ; ok one with yellow and white floers PIECE_11_CHANCE=0.875 [GRASS_FX_TEXTURE_GROUP_1] ; all the flowers from "extension/textures/grass_fx/highlands.dds" PIECE_12=1, 8 PIECE_12_CHANCE=0.1 PIECE_13=2, 6 PIECE_13_CHANCE=0.1 PIECE_14=2, 7 PIECE_14_CHANCE=0.1 PIECE_15=2, 8 PIECE_15_CHANCE=0.1 PIECE_16=3, 1, 1, 2 ; piece taking 1x2 slots, the one with purple flowers PIECE_16_CHANCE=0.025 PIECE_16_SIZE_MULT=0.75, 1.1 ; default size multiplier is based on size in cells, overriding PIECE_17=6, 2, 1, 1 ; yellow flowers PIECE_17_CHANCE=0.1 PIECE_17_SIZE_MULT=0.8, 1.1 ; default size multiplier is based on size in cells, overriding PIECE_18=7, 2, 1, 1 ; blue flowers PIECE_18_CHANCE=0.025 PIECE_18_SIZE_MULT=1.5, 2.1 ; default size multiplier is based on size in cells, overriding PIECE_19=8, 2, 1, 1 ; red flowers PIECE_19_CHANCE=0.0075 PIECE_19_SIZE_MULT=1.5, 2.1 ; default size multiplier is based on size in cells, overriding PIECE_20=4, 1, 2, 2 ; piece taking 2x2 slots, the one with long gras PIECE_20_CHANCE=0.25 PIECE_20_SIZE_MULT=1, 1.5 ; default size multiplier is based on size in cells, overriding ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MAP A, cut weekly, using both groups in different amounts [GRASS_FX_CONFIGURATION_A] TRIM_PERIOD=THURSDAY SHAPE_SIZE=1 SHAPE_TIDY=1 SHAPE_CUT=0.5 TEXTURE_BASE_CHANCE=1 ; chance of regular grass to spawn TEXTURE_GROUP_0_CHANCE=1.0 ; chance of first group to spawn TEXTURE_GROUP_1_CHANCE=0.07 ; chance of first group to spawn ; finally apply MAP A to nearby track grass [GRASS_FX_ADJUSTMENT_...] MATERIALS=connection, 08 - Default, grass, grs_brd MAP=A ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MAP B, cut rarely, again using both groups, scaled a bit [GRASS_FX_CONFIGURATION_B] TRIM_PERIOD=365 SHAPE_SIZE=2, 4 TEXTURE_BASE_CHANCE=1 ; chance of regular grass to spawn TEXTURE_GROUP_0_CHANCE=1.0 TEXTURE_GROUP_1_CHANCE=0.5 ; finally apply MAP B to far away grass [GRASS_FX_ADJUSTMENT_...] MATERIALS=asph_ext, sbanc_c, grass side shad 3 MAP=B ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MAP C, in den Betonstein-Löchern [GRASS_FX_CONFIGURATION_C] TRIM_PERIOD=THURSDAY SHAPE_SIZE=0.5 SHAPE_TIDY=1 SHAPE_CUT=0.5 TEXTURE_BASE_CHANCE=1 ; chance of regular grass to spawn TEXTURE_GROUP_0_CHANCE=1.0 ; chance of first group to spawn MASK_MAIN_THRESHOLD=-1 MASK_RED_THRESHOLD=1 MASK_MIN_LUMINANCE=-1 MASK_MAX_LUMINANCE=1 [GRASS_FX_ADJUSTMENT_...] MATERIALS=brickfloor MAP=C ; grassfx end ; seasons start ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [CONDITION_0] NAME=SEASON_SUMMER INPUT=YEAR_PROGRESS LUT=(|-1=0|0=1|0.13=1|0.2=0|0.43=0|0.5=0.8|0.55=1|0.7=1|0.75=0|0.8=0|0.85=1|1=1|) # LUT=(|-1=0|0=0|0.1=0|0.23=1|0.35=0|0.48=0|0.6=0.85|0.7=0|0.71=0|0.8=1|0.95=0|1=0|) LAG=0 [CONDITION_1] NAME=SEASON_WINTER INPUT=YEAR_PROGRESS LUT=(|-1=0|0=0.5|0.1=1|0.2=0|0.8=0|0.9=0.35|1=0.5|) #LUT=(|-1=0|0=0.65|0.085=1|0.23=0|0.8=0|0.9=0.45|1=0.65|) LAG=0 [CONDITION_2] NAME=SEASON_AUTUMN INPUT=YEAR_PROGRESS LUT=(|-1=0|0=1|0.2=0|0.45=0|0.6=0.25|0.7=0|0.75=0|0.8=1|1=1|) LAG=0 [MATERIAL_ADJUSTMENT_0] ACTIVE=1 DESCRIPTION=bright trees + sand MATERIALS=trees1, asph_green, asph_ext, asph_ext_2, SAND_new, grs_brd, sand?, trees2, tree2, tree4, tree5, bush?, pine?, trees_new KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=0.20 VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0.22 VALUE_2_OFF=ORIGINAL CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_1] ACTIVE=1 DESCRIPTION=bright trees + sand MATERIALS=grass side shad 3 KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=0.25 VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0.25 VALUE_2_OFF=ORIGINAL CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_2] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=darker trees MATERIALS=adv, trees KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=0.28 VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0.28 VALUE_2_OFF=ORIGINAL CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_...] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=darker trees MATERIALS=branch? KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=ORIGINAL VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0.20 VALUE_2_OFF=0.20 CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_...] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=darker trees MESHES=Line247, Line188, Line248, Line218 KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=ORIGINAL VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=ORIGINAL VALUE_2_OFF=0.12 CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_3] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=summer settings for road + curbs + walls + stuff MATERIALS=curbs, concrete, park-dirt, tavr, armco, pitlane-multimap?, Vehicles, box, asphalt-, pitlane-multilayer, parkAO-shad, t13, karussell, Kleinekarussell, concgrid, brickfloor2, wall1, curb-new, tyres, asph shad, asph shad dark, pavement-brick KEY_0=seasonSummer VALUE_0=0.35 KEY_1=ksAmbient VALUE_1=0.25 VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0.3 VALUE_2_OFF=ORIGINAL CONDITION=SEASON_SUMMER [MATERIAL_ADJUSTMENT_4] ACTIVE=1 DESCRIPTION=autumn dry grass and muddy grass MATERIALS=asph_ext_2 ;, SAND_new, sand? KEY_0=seasonAutumn VALUE_0=0.20 OFF_VALUE_0=ORIGINAL CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_5] ACTIVE=1 MATERIALS=Branches_03, trees1, tree1, tree2, tree3, tree4, tree5, trees_new, branch?, asph_ext_2 KEY_0=seasonAutumn VALUE_0=0.75 OFF_VALUE_0=ORIGINAL DESCRIPTION=autumn trees CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_...] ACTIVE=1 MATERIALS=connection, sbanc_c, bush?, park-bush? KEY_0=seasonAutumn VALUE_0=0.10 OFF_VALUE_0=ORIGINAL DESCRIPTION=autumn trees CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_5b] ACTIVE=1 MESHES=world_? KEY_0=seasonAutumn VALUE_0=0.10 OFF_VALUE_0=ORIGINAL DESCRIPTION=autumn trees CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_...] ACTIVE=1 MESHES=Object74407, Line179, Line274, Line185, Object74408, Line180, Line216 KEY_0=seasonAutumn VALUE_0=0.75 OFF_VALUE_0=ORIGINAL DESCRIPTION=autumn trees CONDITION=SEASON_AUTUMN [MATERIAL_ADJUSTMENT_6] ACTIVE=1 DESCRIPTION=winter non specular MATERIALS=Material #0 CONDITION=SEASON_WINTER KEY_0=seasonWinter VALUE_0=1.2 OFF_VALUE_0=ORIGINAL KEY_1=boh VALUE_1=0.9 OFF_VALUE_1=ORIGINAL [MATERIAL_ADJUSTMENT_7] ACTIVE=1 MATERIALS=grs_brd, Branches_03, adv, tree?, branch?, park-bushb, bush?, pine?, top2, grass?, 08 - Default, grass side shad 3, connection, sbanc_c, SAND_new, sand? KEY_0=seasonWinter VALUE_0=1.2 OFF_VALUE_0=ORIGINAL DESCRIPTION=winter non specular CONDITION=SEASON_WINTER [MATERIAL_ADJUSTMENT_8] ACTIVE=1 MATERIALS=curbs, asph_ext_2, asph shad, asph shad dark, asphalt- CONDITION=SEASON_WINTER KEY_0=seasonWinter VALUE_0=1.1 OFF_VALUE_0=0 KEY_1=ksDiffuse VALUE_1=0.2 OFF_VALUE_1=ORIGINAL KEY_2=ksAmbient VALUE_2=0.225 OFF_VALUE_2=ORIGINAL DESCRIPTION=winter specular [MATERIAL_ADJUSTMENT_...] ACTIVE=1 MATERIALS=brickfloor? KEY_0=seasonWinter VALUE_0=1.2 OFF_VALUE_0=ORIGINAL DESCRIPTION=winter non specular CONDITION=SEASON_WINTER ;;; branches new settingsm, ksPerPixelAT [SHADER_REPLACEMENT_7] MATERIALS = branch5, Branches_03 SHADER = $" read('csp/version', 0) >= 2492 and 'ksTree_ppshadows' or 'ksPerPixelAT' " BLEND_MODE = ALPHA_TEST CAST_SHADOWS = 1 IS_TRANSPARENT = 0 DOUBLE_FACE_SHADOW_BIASED = 0 PROP_... = ksEmissive, -0.001 PROP_... = ksAlphaRef, 0.2 [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION=winter 3d branch correction MATERIALS=branch5 KEY_... = ksAmbient VALUE_... = 0.1 OFF_VALUE_... = 0.2 KEY_... = ksDiffuse VALUE_... = 0.15 OFF_VALUE_... = 0.15 ; KEY_... = ksAmbient ; VALUE_... = 0.1 ; OFF_VALUE_... = 0.5 ; KEY_... = ksDiffuse ; VALUE_... = 0.15 ; OFF_VALUE_... = 0.25 CONDITION=SEASON_WINTER [MATERIAL_ADJUSTMENT_15] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=that tree before the big radio tower MATERIALS=Branches_03 KEY_0=ksAmbient VALUE_0=0.2 VALUE_0_OFF=0.3 KEY_1=ksDiffuse VALUE_1=0.1 VALUE_1_OFF=0.2 CONDITION=NIGHT_SMOOTH ; seasons end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; color corrections start ;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_9] ACTIVE=1 DESCRIPTION=D/N BETTER grass & sand tiling MATERIALS=Sand, Sand-16, Grass, grass, sbanc_c KEY_0=ksAlphaRef VALUE_0=-193 VALUE_0_OFF=-193 [MATERIAL_ADJUSTMENT_10] ACTIVE=1 DESCRIPTION=D/N DARKER 3D grass GP part MATERIALS=bord_add, bbgrass-b, Material #0 KEY_0=ksAmbient VALUE_0=0.17 KEY_1=ksDiffuse VALUE_1=0.17 [MATERIAL_ADJUSTMENT_11] ACTIVE=1 DESCRIPTION=D/N DARKER 3D grass GP part MATERIALS=SAND_new, grs_brd KEY_0=ksAmbient VALUE_0=0.18 KEY_1=ksDiffuse VALUE_1=0.17 [MATERIAL_ADJUSTMENT_12] ACTIVE=1 DESCRIPTION=D/N DARKER grass ground MATERIALS=connection, grass, top2 KEY_0=ksAmbient VALUE_0=0.2 VALUE_0_OFF=ORIGINAL KEY_1=ksDiffuse VALUE_1=0.3 VALUE_1_OFF=ORIGINAL [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION=D/N DARKER treeline MATERIALS=treesline KEY_0=ksAmbient VALUE_0=0.25 VALUE_0_OFF=ORIGINAL KEY_1=ksDiffuse VALUE_1=0.2 2VALUE_1_OFF=ORIGINAL [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION=D/N DARKER grass ground MATERIALS=08 - Default KEY_0=ksAmbient VALUE_0=0.28 VALUE_0_OFF=ORIGINAL KEY_1=ksDiffuse VALUE_1=0.28 VALUE_1_OFF=ORIGINAL [MATERIAL_ADJUSTMENT_...] ACTIVE=1 DESCRIPTION=D/N DARKER grass ground MATERIALS=brickfloor KEY_0=ksAmbient VALUE_0=0.2 VALUE_0_OFF=ORIGINAL KEY_1=ksDiffuse VALUE_1=0.25 VALUE_1_OFF=ORIGINAL [MATERIAL_ADJUSTMENT_13] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=D/N DARKER off track ground MATERIALS=brickfloor2, concrete, sbanc_c, top2 KEY_0=ksAmbient VALUE_0=0.25 VALUE_0_OFF=ORIGINAL KEY_1=ksDiffuse VALUE_1=0.35 VALUE_1_OFF=ORIGINAL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_14] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=that 3d trees wood MATERIALS=Bark KEY_1=ksAmbient VALUE_1=0.09 VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0.25 VALUE_2_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH ; color corrections end ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; now the lights ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [LIGHT_POLLUTION] RELATIVE_POSITION=-0.9, 0.2, 3.35 DENSITY=0.5 RADIUS_KM=1 COLOR=0.95,0.7,0.3 CONDITION=NIGHT_SMOOTH [Material_DistantEmissive] DistantGlowRadius_v2=0.6 ; most influential Meshes=NSLIT_adenauerL0, Torus001, NSLITS_litpostglow?, NSLIT_SingleSpotsGlow?, NSLIT_BigSpots? Materials=ferrisglow FloodlightPower=2 ; FloodlightEXP=10.0 ; increase for more focused floodlight effect DistantGlowMult=0.5 DotRadiusMult_v2=1 DotBrightnessMult_v2=3 DotBrightnessCenter_v2=3 ; DistantGlowEXP=2.0 ; gradient of distant glow ; DistantGlowGlazing=2.0 ; speed of distant glow going full power moving from back to front of a light ; DistantGlowRadius=2.0 ; multiplier for distant glow radius ; DistantGlowFogRadius=2.0 ; multiplier for distant glow fog factor ;;;;;;;;;;;;;;;;; ; lights from first extra kn5 [CONDITION_3] NAME=RACING_FLAG_LOCAL INPUT=FLAG_TYPE LUT=(|1=0,1,0|2=1,1,0|3=1,0.5,0|4=1,0.3,0|5=1,0,0|6=0.7,0.7,0.7|7=1,0.5,0.5|8=0.1,0.1,0.1|9=0,0,0.1|10=0.5,0.5,0.5|11=0.5,0.5,0.5|12=0,0,1.5|13=0,0,0|14=1,1,1|) [CONDITION_4] NAME=BALOON_FLAMES INPUT=ONE FLASHING_FREQUENCY=0.1 FLASHING_SMOOTHNESS=0.3 FLASHING_SKIP_OFF_STATE=0 FLASHING_SKIP_DOWNHILL_STATE=0 FLASHING_MIN_VALUE=0 FLASHING_SYNCED=0 FLASHING_NOISE_AMPLITUDE=0.2 FLASHING_NOISE_BOUND=1 FLASHING_NOISE_SPEED=10 FLASHING_LUT=(|0=0|0.8=0|0.895=0.5|0.9=1|0.905=0|1.0=0|) [CONDITION_5] NAME=CHANGINGCOLORS INPUT=ONE FLASHING_FREQUENCY=1.25 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=0 FLASHING_SKIP_DOWNHILL_STATE=1 FLASHING_SMOOTHNESS=LINEAR FLASHING_LUT=(|0=0,0.61,0.22|0.3=0.99,0.87,0.1|0.6=0.01,0.13,0.46|0.9=0.7,0.7,0.7|1.0=0,0.61,0.22|) [CONDITION_6] NAME=CHANGINGSKYCOLORS INPUT=ONE FLASHING_FREQUENCY=0.1 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SKIP_DOWNHILL_STATE=0 FLASHING_SMOOTHNESS=0.5 FLASHING_SYNCED=1 FLASHING_LUT=(|0=0,0.4,1|0.1=0,0,0|0.2=1,0.1,0|0.3=0,0,0|0.4=0,1,0|0.5=0,0,0|0.6=0,1,1|0.7=0,0,0|0.8=0.4,0,1|0.9=0,0,0|1.0=0,0.4,1|) [CONDITION_7] NAME=GREENFLASH INPUT=ONE FLASHING_FREQUENCY=1.25 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=0 FLASHING_SKIP_DOWNHILL_STATE=1 FLASHING_SMOOTHNESS=LINEAR FLASHING_LUT=(|0=0,0.8,0.0|0.3=0|0.6=0,1,0|0.9=00|1.0=0,0.8,0|) [CONDITION_8] NAME=HAZARDS1 INPUT=ONE FLASHING_FREQUENCY=2 FLASHING_SMOOTHNESS=0.4 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0 FLASHING_SYNCED=0 FLASHING_LUT=(|0=0|0.7=1|0.75=0|1.0=0|) [CONDITION_9] NAME=HAZARDS2 INPUT=ONE FLASHING_FREQUENCY=1 FLASHING_SMOOTHNESS=1 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0 FLASHING_SYNCED=0 FLASHING_LUT=(|0=0|0.33=1|0.66=0|1.0=0|) [CONDITION_10] NAME=HAZARDS3 INPUT=ONE FLASHING_FREQUENCY=1 FLASHING_SMOOTHNESS=1 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0 FLASHING_SYNCED=0 FLASHING_LUT=(|0=0|0.7=1|0.8=0|1.0=0|) [CONDITION_11] NAME=HAZARDS4 INPUT=ONE FLASHING_FREQUENCY=1 FLASHING_SMOOTHNESS=0.3 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0 FLASHING_SYNCED=0 FLASHING_LUT=(|0=0|0.5=1|0.55=0|1.0=0|) [CONDITION_12] NAME=FERRISWHEELFLASH2 INPUT=ONE FLASHING_FREQUENCY=0.2 FLASHING_SKIP_OFF_STATE=1 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=0 FLASHING_SKIP_DOWNHILL_STATE=1 FLASHING_SMOOTHNESS=LINEAR FLASHING_LUT=(|0=1,0.9,0|0.1=0,0,0|0.2=1.0,0.1,0.0|0.3=0,0,0|0.4=0.0,1.0,0.0|0.5=0,0,0|0.6=0,0.95,0.95|0.7=0,0,0|0.8=0.4,0.0,1.0|0.9=0,0,0|1.0=0,0.4,1.0|) [CONDITION_13] NAME=FERRISWHEELFLASH INPUT=ONE FLASHING_FREQUENCY=0.4 FLASHING_SKIP_OFF_STATE=1 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=0 FLASHING_SKIP_DOWNHILL_STATE=1 FLASHING_LUT=(|0=1,0.9,0|0.1=0,0,0|0.2=1.0,0.1,0.0|0.3=0,0,0|0.4=0.0,1.0,0.0|0.5=0,0,0|0.6=0,0.95,0.95|0.7=0,0,0|0.8=0.4,0.0,1.0|0.9=0,0,0|1.0=0,0.4,1.0|) [CONDITION_14] NAME=FIRE INPUT=ONE FLASHING_FREQUENCY=2 FLASHING_SMOOTHNESS=1 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_BOUND=1 FLASHING_NOISE_AMPLITUDE=15.75 FLASHING_NOISE_SPEED=20 FLASHING_MIN_VALUE=0.5 FLASHING_SYNCED=0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_20] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=glass and ads MATERIALS=MATads, pitlane-alpha KEY_0=ksEmissive VALUE_0=255,255,255,0.01 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_21] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=road lines, curbs reflection MATERIALS=whiteline KEY_0=ksDiffuse VALUE_0=0.5 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_22] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=reflecting signs, km markers MESHES=AC_POBJECT_???, AC_POBJECT_??, AC_POBJECT_?, KM?, serraglio, names KEY_0=ksDiffuse VALUE_0=0.5 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_23] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=reflecting jerseys MESHES=jersey?, Jersey_HI? KEY_0=ksDiffuse VALUE_0=0.5 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_24] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=balloon flames MATERIALS=baloon KEY_0=ksEmissive VALUE_0=255, 220,185,0.01 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=BALOON_FLAMES [MATERIAL_ADJUSTMENT_25] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=racing signals GLOW MATERIALS=MATsignsRACE?, MATCylLight? KEY_0=ksEmissive VALUE_0=255,255,255,0.01 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL KEY_2=ksDiffuse VALUE_2=0 VALUE_2_OFF=ORIGINAL CONDITION=RACING_FLAG_LOCAL [LIGHT_SERIES_0] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=racing signals spots MATERIALS=MATsignsRACE?, MATCylLight? OFFSET=0,-1,0 DIRECTION=NORMAL DIRECTION_OFFSET=0,-0.5,0 SPOT=95 SPOT_SHARPNESS=0.5 RANGE=7 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=700 FADE_SMOOTH=33 DIFFUSE_CONCENTRATION=0.7 CLUSTER_THRESHOLD=30 COLOR=255,255,255,0.025 COLOR_OFF=0 CONDITION=RACING_FLAG_LOCAL [MATERIAL_ADJUSTMENT_26] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits gp-part GLOW MESHES=NSLIT_pitsglow, 1ROAD_NSLIT__lights_Object75819_018 KEY_0=ksEmissive VALUE_0=255,219,150,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_1] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits gp-part MESHES=NSLIT_pitsglow OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=13 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=700 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=13 COLOR=255,219,150,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_27] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits gp-part top spots GLOW MESHES=NSLIT_pitstopglow KEY_0=ksEmissive VALUE_0=205,205,255,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_2] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits gp-part top spots MESHES=NSLIT_pitstopglow OFFSET=4,1,4 DIRECTION=0,-1,0 SPOT=150 SPOT_SHARPNESS=0.5 RANGE=18 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=700 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=20 COLOR=205,205,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_3] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits tourists spots MATERIALS=MATTouristPark OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=30 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=1000 FADE_SMOOTH=30 CLUSTER_THRESHOLD=20 COLOR=1,0.9,1,15 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_28] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=pits tourists spots glow MATERIALS=MATTouristPark KEY_0=ksEmissive VALUE_0=1,0.9,1,32 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_29] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=TueV font on TueV tower MESHES=Text003, Line177 KEY_0=ksEmissive VALUE_0=255,255,255,0.005 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=ALWAYS_ON [MATERIAL_ADJUSTMENT_30] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Dorint Hotel signs glow MATERIALS=MATdorint, MATdorintSign KEY_0=ksEmissive VALUE_0=164,164,255,0.006 VALUE_0_OFF=0 [MATERIAL_ADJUSTMENT_31] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Dorint Hotel windows MATERIALS=MATdorintwin? KEY_0=ksEmissive VALUE_0=255,255,255,0.006 VALUE_0_OFF=0 [LIGHT_SERIES_4] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=Dorint Hotel MESHES=GP_Object07 OFFSET=-3,-6,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.55 RANGE=15 RANGE_GRADIENT_OFFSET=0.45 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.8 COLOR=255,255,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_32] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=bridge ads: BMW MESHES=NSLITS_bmwspots KEY_0=ksEmissive VALUE_0=255,255,255,0.5 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_5] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=bridge ads: BMW MESHES=NSLITS_bmwspots OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=155 SPOT_SHARPNESS=0.5 RANGE=20 RANGE_GRADIENT_OFFSET=0.2 FADE_AT=800 FADE_SMOOTH=30 CLUSTER_THRESHOLD=4 DIFFUSE_CONCENTRATION=0.7 COLOR=228,228,205,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;; [LIGHT_SERIES_6] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=two spots upwards at "Freude am Fahren" bridge MESHES=Line118 OFFSET=0,1,-2 DIRECTION=0,1,0 SPOT=120 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.6 FADE_AT=800 FADE_SMOOTH=50 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=35 COLOR=255,75,26,0.1 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;; [MATERIAL_ADJUSTMENT_33] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Dorint Hotel windows MATERIALS=MATdorintwin? KEY_0=ksEmissive VALUE_0=255,255,255,0.006 VALUE_0_OFF=0 [LIGHT_SERIES_7] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=two spots upwards at "Freude am Fahren" bridge MESHES=Line118 OFFSET=-10,4,-12.8 DIRECTION=0,1,0 SPOT=120 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.6 FADE_AT=800 FADE_SMOOTH=50 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=35 COLOR=255,75,26,0.1 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_34] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=big 3-spotted spots GP infield GLOW MESHES=NSLIT_BigSpotsInfield? KEY_0=ksEmissive VALUE_0=255,183,76,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_8] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=big 3-spotted spots GP infield MESHES=NSLIT_BigSpotsInfield? OFFSET=0,-1,0 DIRECTION=NORMAL SPOT=180 SPOT_SHARPNESS=0.5 RANGE=50 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=900 FADE_SMOOTH=50 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=15 SINGLE_FREQUENCY=0.5 COLOR=255,183,76,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_35] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=big 3-spotted spots GP hellside GLOW MESHES=NSLIT_BigSpotsHellSide KEY_0=ksEmissive VALUE_0=210,105,30,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_9] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=big 3-spotted spots GP hellside MESHES=NSLIT_BigSpotsHellSide OFFSET=0,0,0 DIRECTION=NORMAL SPOT=180 SPOT_SHARPNESS=0.5 RANGE=50 RANGE_GRADIENT_OFFSET=0.25 FADE_AT=900 FADE_SMOOTH=50 CLUSTER_THRESHOLD=16 SINGLE_FREQUENCY=0.5 DIFFUSE_CONCENTRATION=0.9 COLOR=210,105,30,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_36] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=GP spots even glow MESHES=NSLIT_SingleSpotsGlow KEY_0=ksEmissive VALUE_0=255, 209, 178,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_10] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=GP spots even MESHES=NSLIT_SingleSpotsGlow OFFSET=0,0,0 DIRECTION=NORMAL SPOT=130 SPOT_SHARPNESS=0.5 RANGE=50 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=800 FADE_SMOOTH=33 CLUSTER_THRESHOLD=30 SINGLE_FREQUENCY=0.5 DIFFUSE_CONCENTRATION=0.7 COLOR=255, 209, 178,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [CONDITION_...] NAME=NIGHT_SMOOTH_MIDNIGHT INPUT=TIME LUT=(|0=0|72000=0|72001=1|86400=1|) [MATERIAL_ADJUSTMENT_37] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=GP spots every other glow MESHES=NSLIT_SingleSpotsGlowODD KEY_0=ksEmissive VALUE_0=255, 209, 178,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH_MIDNIGHT [LIGHT_SERIES_11] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=GP spots every other MESHES=NSLIT_SingleSpotsGlowODD OFFSET=0,0,0 DIRECTION=NORMAL SPOT=120 SPOT_SHARPNESS=0.6 RANGE=40 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=700 FADE_SMOOTH=33 CLUSTER_THRESHOLD=30 SINGLE_FREQUENCY=0.5 DIFFUSE_CONCENTRATION=0.7 COLOR=255, 209, 178,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH_MIDNIGHT [MATERIAL_ADJUSTMENT_38] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=overhanger GP + other places glow MESHES=NSLITS_litpostglow? KEY_0=ksEmissive VALUE_0=234,121,36,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_12] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=overhanger GP + other places MESHES=NSLITS_litpostglow? OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.65 RANGE=25 RANGE_GRADIENT_OFFSET=0.35 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.9 COLOR=234,121,36,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_39] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=scoretower, buildings s/f & more MATERIALS=MATscore?, MATScoreTower, box-alpha-spec KEY_0=ksEmissive VALUE_0=1 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_40] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all glass MESHES=vetri KEY_0=ksEmissive VALUE_0=1,0.9,0.9,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_41] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=more glass MATERIALS=MATtsLight1, window_nw KEY_0=ksEmissive VALUE_0=0.85,0.95,1,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_42] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all windows Adenauer Forst, ED Tanke + more MATERIALS=MATed, MATdoettinger, MATAdenauer KEY_0=ksEmissive VALUE_0=1,0.8,0.6,2 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=1 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_13] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=light around Adenauer Forst, ED Tanke + more MATERIALS=MATed, MATdoettinger, MATAdenauer OFFSET=0,3,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=30 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=700 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=20 COLOR_OFF=0 COLOR=1,0.8,0.6,16 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_14] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=light around ED Tanke, Adenauer Forst + more MESHES=dunlop_center, tyre_trade_center OFFSET=0,-0.5,0 DIRECTION=0,-1,0 SPOT=170 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=700 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=20 COLOR=1,0.9,0.9,16 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_15] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Adenauer Forst some lights around MESHES=Line002 OFFSET=0,-1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.45 FADE_AT=900 FADE_SMOOTH=25 CLUSTER_THRESHOLD=16 COLOR=255,255,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_16] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=stands left on s/f MESHES=NSLIT_GrandstandSFspots1 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=175 SPOT_SHARPNESS=0.85 RANGE=25 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=700 FADE_SMOOTH=30 CLUSTER_THRESHOLD=10 DIFFUSE_CONCENTRATION=0.9 COLOR=228,228,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_43] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=stands on s/f glow MESHES=NSLIT_GrandstandSFspots1 KEY_0=ksEmissive VALUE_0=228,228,255,10 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_17] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands more left on s/f more MESHES=NSLIT_GrandstandSFspots2 OFFSET=-2.5,1,2.5 DIRECTION=0,-1,0 SPOT=120 SPOT_SHARPNESS=0.5 RANGE=15 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=700 FADE_SMOOTH=30 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.9 COLOR=228,228,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_44] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands more on s/f glow MESHES=NSLIT_GrandstandSFspots2 KEY_0=ksEmissive VALUE_0=228,228,255,10 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_18] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands left after s/f from below MESHES=Object75819 OFFSET=0,-15,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=18 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=700 FADE_SMOOTH=25 CLUSTER_THRESHOLD=25 DIFFUSE_CONCENTRATION=0.9 COLOR=255,208,187,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_19] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands left after s/f MESHES=Object75819 OFFSET=0,1,-3 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.6 RANGE=25 RANGE_GRADIENT_OFFSET=0.6 FADE_AT=700 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=30 COLOR=255,255,255,0.04 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_45] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Mercedes sign MESHES=Torus001 KEY_0=ksEmissive VALUE_0=255, 220,185,0.005 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_20] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=1 DESCRIPTION=stands left mercedes MESHES=Object75820 OFFSET=-1,0,-1 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.6 RANGE=10 RANGE_GRADIENT_OFFSET=0.6 FADE_AT=700 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=20 COLOR=255,255,255,0.04 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_46] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=stands left mercedes windows MATERIALS=MATgstandMerc KEY_0=ksEmissive VALUE_0=0.9,0.9,1,1 VALUE_0_OFF=0 KEY_1=ksDiffuse VALUE_1=0.5 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_21] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=0 DESCRIPTION=stands left mercedes windows light around MATERIALS=MATgstandMerc OFFSET=-2,1.1,-2 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=12 RANGE_GRADIENT_OFFSET=0.2 FADE_AT=700 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=20 COLOR=0.9,0.9,1,8 [LIGHT_SERIES_22] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=GP part even more tents MESHES=Object76363 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=500 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 COLOR=255,183,76,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_23] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=GP part tents + signs + poles MESHES=Box24 OFFSET=0,0.75,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=500 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 COLOR=255,203,126,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_24] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=marshalls stand GP part MESHES=Object74308, Object74180 OFFSET=0,3,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.4 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=500 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=32 COLOR=255,121,0,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_25] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=GP part realy big tents MESHES=Object76369, Object74324 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=500 FADE_SMOOTH=25 CLUSTER_THRESHOLD=15 COLOR=255,255,255,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_47] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=BMW on GP entry MESHES=Object74315 KEY_0=ksEmissive VALUE_0=1,0.9,0.9,0.035 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_48] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=T13 lights on stands before green hell GLOW MESHES=NSLIT__lights_ts13_glow, NSLIT_SingleSpotT13small KEY_0=ksEmissive VALUE_0=255, 209, 178,0.75 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_26] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=T13 lights on stands before green hell MESHES=NSLIT__lights_ts13_glow, NSLIT_SingleSpotT13small OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.8 RANGE=30 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=40 CLUSTER_THRESHOLD=20 COLOR=255, 209, 178,0.03 DIFFUSE_CONCENTRATION=0.5 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_49] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=T13 lights on stands 2 before green hell GLOW MESHES=NSLIT_SingleSpotT13Glow KEY_0=ksEmissive VALUE_0=255, 160, 100,0.75 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_27] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=T13 lights on stands 2 before green hell MESHES=NSLIT_SingleSpotT13Glow OFFSET=0,0,0 DIRECTION=NORMAL SPOT=140 SPOT_SHARPNESS=0.8 RANGE=20 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=8 COLOR=255, 160, 100,0.04 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_50] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Light Crane spot glow MESHES=NSLIT_LightCranelit KEY_0=ksEmissive VALUE_0=255, 159, 78, 0.75 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_28] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Light Crane spot MESHES=NSLIT_LightCranelit OFFSET=0,0,0 DIRECTION=NORMAL DIRECTION_OFFSET=1,0,1 SPOT=180 SPOT_SHARPNESS=0.45 RANGE_GRADIENT_OFFSET=0.2 RANGE=50 FADE_AT=800 FADE_SMOOTH=40 DIFFUSE_CONCENTRATION=0.75 SINGLE_FREQUENCY=0.2 CLUSTER_THRESHOLD=30 COLOR=255, 159, 78, 0.25 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_51] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all other GSM towers top lights red MATERIALS=MATtowerlighttop1 KEY_0=ksEmissive VALUE_0=255,0,0,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=HAZARDS1 [MATERIAL_ADJUSTMENT_52] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all GSM towers top lights red MATERIALS=MATtowerlighttop2 KEY_0=ksEmissive VALUE_0=255,0,0,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=HAZARDS1 [MATERIAL_ADJUSTMENT_53] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=more towers top lights red MATERIALS=MATtowerlights KEY_0=ksEmissive VALUE_0=255,0,0,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=HAZARDS1 [MATERIAL_ADJUSTMENT_54] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=new GSM tower far away top lights red MATERIALS=MATtowerlight2 KEY_0=ksEmissive VALUE_0=255,0,0,2 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_55] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all GSM towers top lights red MATERIALS=MATtowerlight4 KEY_0=ksEmissive VALUE_0=255,0,0,1 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=HAZARDS4 [MATERIAL_ADJUSTMENT_56] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Spots on top of GSM tower GLOW MATERIALS=MATtowerspots KEY_0=ksEmissive VALUE_0=255, 209, 178,3 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_29] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=0 DESCRIPTION=Spots on top of GSM tower GP MATERIALS=MATtowerspots OFFSET=0,-5,0 DIRECTION=NORMAL SPOT=220 SPOT_SHARPNESS=0.5 RANGE=40 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=30 COLOR=255, 209, 178, 0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_30] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=GSM tower on green hell entry MESHES=RailClone045 OFFSET=-2,-20,2 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.7 RANGE=15 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1200 FADE_SMOOTH=33 DIFFUSE_CONCENTRATION=0.4 CLUSTER_THRESHOLD=30 COLOR=1, 0.7, 0.2, 35 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_31] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=GSM tower before adenauer MESHES=Box002 OFFSET=-2,-2,2 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.9 RANGE=10 RANGE_GRADIENT_OFFSET=0.8 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 COLOR=1, 0.7, 0.2, 32 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_57] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=Adenauer Forst 4 spots glow MATERIALS=MATadenauSpots, lighta KEY_0=ksEmissive VALUE_0=184, 255, 210,0.25 VALUE_0_OFF=0 KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=0, 0, 0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_32] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=Adenauer Forst 4 spots MATERIALS=MATadenauSpots, lighta OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=130 SPOT_SHARPNESS=0.5 RANGE=25 RANGE_GRADIENT_OFFSET=0.3 FADE_AT=1000 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.94 SINGLE_FREQUENCY=0.4 COLOR=184, 255, 210,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_33] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all marshalls MESHES=marshall_HI_? OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.8 RANGE=2 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=32 COLOR=255,255,255,0.05 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_58] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=Marshalls GP MATERIALS=misc-alpha KEY_0=ksEmissive VALUE_0=1,0.9,0.5,0.5 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_34] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=all marshalls huts MESHES=mrshll-hs?, Box19235, Box19234, Object050 OFFSET=0,0.8,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.2 FADE_AT=800 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=32 COLOR=1, 0.9, 0.5, 12 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_35] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=all ambulances 9x MESHES=ambulance? OFFSET=-1,1,1 DIRECTION=NORMAL DIRECTION_OFFSET=-1,-1,1 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=7 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=30 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=32 COLOR=1, 1, 0.8, 10 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_36] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=all recovery cars MESHES=carratt? OFFSET=0,0,0 DIRECTION=-1,0,1 SPOT=150 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=32 COLOR=1, 0.7, 0.2, 10 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_37] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=all satelite vans MESHES=Satellite_Van? OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=4 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=32 DIFFUSE_CONCENTRATION=0.5 COLOR=0,0,255,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_38] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=all skoda octavias MESHES=sc0? OFFSET=0,0,0 DIRECTION=0,-1,1 SPOT=150 SPOT_SHARPNESS=0.5 RANGE=5 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=32 DIFFUSE_CONCENTRATION=0.5 COLOR=1, 1, 1, 10 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_39] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=all flags MATERIALS=flag? OFFSET=0,-5,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=8 RANGE_GRADIENT_OFFSET=0.75 FADE_AT=500 FADE_SMOOTH=26 DIFFUSE_CONCENTRATION=0.9 CLUSTER_THRESHOLD=32 COLOR=1,0.7,0.9,16 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_40] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=0 DESCRIPTION=bridge ads: Kunos, audi MESHES=Object068, Object74179, t13_structure, Object74738, Object067 OFFSET=0,1.25,0 DIRECTION=0,-1,0 SPOT=150 SPOT_SHARPNESS=0.5 RANGE=28 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=700 FADE_SMOOTH=30 CLUSTER_THRESHOLD=4 DIFFUSE_CONCENTRATION=0.3 COLOR=228,228,205,0.025 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_41] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=bridge ads: yokohama, bilstein MESHES=Object74693, Object74728 OFFSET=0,1.2,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=18 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=1000 FADE_SMOOTH=30 CLUSTER_THRESHOLD=4 DIFFUSE_CONCENTRATION=0.4 COLOR=228,228,205,0.0175 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_42] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=bridges: quid,aden,GPentry,rollcoast,ts13 MESHES=Line316, Object74717, Object76351, Object059, Object75607 OFFSET=0,-0.5,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.4 RANGE=20 RANGE_GRADIENT_OFFSET=0.1 FADE_AT=1200 FADE_SMOOTH=33 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.8 COLOR=255,208,187,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_43] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=tents MATERIALS=tents OFFSET=0,-2,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=7 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.2 CLUSTER_THRESHOLD=20 COLOR=255,87,95,0.05 CONDITION=CHANGINGCOLORS [LIGHT_SERIES_44] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles MESHES=addon-sc_LOW_KSLAYER3 OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=15 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.8 COLOR=240,128,128,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_45] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles2 MESHES=addon-sc028_LOW_KSLAYER3 OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=15 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.8 COLOR=252,219,59,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_46] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles3 MESHES=addon-sc035_LOW OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=15 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.8 COLOR=234,121,36,0.15 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_47] COLOR_OFF=0 ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles4 MESHES=addon-sc034, addon-sc023, addon-sc029 OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=15 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.8 COLOR=56,252,252,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_48] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles5 & people MESHES=Forest012_SUB0, Forest012_SUB1 OFFSET=0,2,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.9 COLOR=255,185,55,0.025 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_49] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles6 & people MESHES=Forest003_KSLAYER5, Forest004_KSLAYER5, Forest006_KSLAYER4 OFFSET=0,2,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.9 COLOR=255,155,35,0.025 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_50] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=Vehicles7 & people MESHES=Forest001, Forest011, Forest013, Forest014 OFFSET=0,2,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 DIFFUSE_CONCENTRATION=0.9 COLOR=185,255,55,0.025 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_51] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=people1 MESHES=people, people001, people002, people003, people004, people005 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=42 COLOR=255,187,81,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_52] ACTIVE=1 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=people2 MESHES=pplBB_, pplBB_1, pplBB_10, pplBB_11, pplBB_13, pplBB_2, pplBB_4, pplBB_5, pplBB_6, pplBB_7, pplBB_8, pplBB_9 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 COLOR=255,187,81,0.05 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_53] ACTIVE=0 COLOR_OFF=0 VISIBILITY_LEVEL=2 DESCRIPTION=people3 MESHES=pplbb_001, pplBB_002, pplBB_015, pplBB_016, pplBB_017, pplBB_018, pplBB_019, pplBB_020, pplBB_021, pplBB_022, pplBB_023, pplBB_024, pplBB_025 OFFSET=0,1,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=10 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=1000 FADE_SMOOTH=25 CLUSTER_THRESHOLD=30 COLOR=255,255,255,0.025 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_54] ACTIVE=0 VISIBILITY_LEVEL=0 DESCRIPTION=Nrburg, castle end of straight right MESHES=Object75654 OFFSET=0,-20,0 DIRECTION=0,1,0 SPOT=120 SPOT_SHARPNESS=0.75 RANGE=15 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=5000 FADE_SMOOTH=75 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=20 COLOR=1, 0.6, 0.3, 20 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_55] ACTIVE=0 VISIBILITY_LEVEL=2 DESCRIPTION=Nrburg, castle 2 end of straight right MESHES=Castle OFFSET=-5,0,0 DIRECTION=0,1,0 SPOT=120 SPOT_SHARPNESS=0.75 RANGE=20 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=5000 FADE_SMOOTH=75 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=70 COLOR=1,0.8,0.6,25 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_59] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ferriswheel2 MATERIALS=MAT_VT_GSBARSF KEY_0=ksEmissive VALUE_0=75,75,75,1 VALUE_0_OFF=0,0,0 CONDITION=FERRISWHEELFLASH2 [MATERIAL_ADJUSTMENT_60] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ferriswheel3 MESHES=NSLITS_ferrisSub2 KEY_0=ksEmissive VALUE_0=75,75,75,0.1 VALUE_0_OFF=0,0,0 CONDITION=FERRISWHEELFLASH [LIGHT_SERIES_56] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=GP part big tents MESHES=Object76364, Object76365 OFFSET=6,-4,0 DIRECTION=0,1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=12 RANGE_GRADIENT_OFFSET=0.4 FADE_AT=600 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=20 COLOR=255,187,81,0.05 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_57] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands left after s/f MESHES=Object74317 OFFSET=0,1,-3 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.6 RANGE=20 RANGE_GRADIENT_OFFSET=0.6 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 DIFFUSE_CONCENTRATION=0.5 COLOR=255,255,255,0.04 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_58] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands left after s/f fake glow MESHES=Object74317 OFFSET=-1,-0.5,-1 DIRECTION=0,1,0 SPOT=20 SPOT_SHARPNESS=1 RANGE=1 RANGE_GRADIENT_OFFSET=1 FADE_AT=800 FADE_SMOOTH=25 CLUSTER_THRESHOLD=20 COLOR=255,255,255,3 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_59] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=stands left mercedes fake glow MESHES=Object75820 OFFSET=-1,0,-1 DIRECTION=0,1,0 SPOT=15 SPOT_SHARPNESS=1 RANGE=2 RANGE_GRADIENT_OFFSET=1 FADE_AT=800 FADE_SMOOTH=25 DIFFUSE_CONCENTRATION=0 CLUSTER_THRESHOLD=20 COLOR=255,255,255,3 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;; ; lights from second extra kn5 [MATERIAL_ADJUSTMENT_61] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ringoutline hatzenbach MESHES=ringoutline? KEY_0=ksEmissive VALUE_0=90,255,30, 0.05 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_62] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ringoutline before Karussell MESHES=ringoutline.001 KEY_0=ksEmissive VALUE_0=30,55,255,0.05 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_63] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=ringoutline kleines Karussell MESHES=ringoutline.002 KEY_0=ksEmissive VALUE_0=255,5,3,0.05 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_64] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=raceday light bulb chains MESHES=litsBulbChain? KEY_0=ksEmissive VALUE_0=255,100,30,0.25 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=CHANGINGCOLORS [MATERIAL_ADJUSTMENT_65] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=Gate Chains MESHES=litsGateChain? KEY_0=ksEmissive VALUE_0=100,255,30,0.5 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_66] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=Gate spots MESHES=litsGateSpots? KEY_0=ksEmissive VALUE_0=255,100,30,2 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=CHANGINGCOLORS [MATERIAL_ADJUSTMENT_67] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=make ring fire visible at night MATERIALS=matringfire KEY_0=alpha VALUE_0=1 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_68] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=ring fire MATERIALS=matringfire KEY_0=ksEmissive VALUE_0=255,100,30,0.1 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=FIRE [MATERIAL_ADJUSTMENT_69] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Raceday extra big MESHES=litsRCEextra_big_? KEY_0=ksEmissive VALUE_0=214, 255, 230,0.05 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=CHANGINGCOLORS [LIGHT_SERIES_60] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Raceday extra big MESHES=litsRCEextra_big_? OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=5 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=30 CLUSTER_THRESHOLD=15 DIFFUSE_CONCENTRATION=0.9 COLOR=214, 255, 230, 0.05 COLOR_OFF=ORIGINAL CONDITION=CHANGINGCOLORS [MATERIAL_ADJUSTMENT_70] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=make big sky flooder visible at night MATERIALS=contrails KEY_0=alpha VALUE_0=0.01 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_71] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=make big sky flooder glow MESHES=Contrails, Contrails.001, Contrails.003, Contrails.004, Contrails.005 KEY_0=ksEmissive VALUE_0=5 VALUE_0_OFF=ORIGINAL CONDITION=CHANGINGSKYCOLORS [MATERIAL_ADJUSTMENT_72] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=spot under 'Contrails' MATERIALS=matskyspot? KEY_0=ksEmissive VALUE_0=214, 255, 230,0.1 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=CHANGINGSKYCOLORS [MATERIAL_ADJUSTMENT_73] ACTIVE=1 VISIBILITY_LEVEL=1 DESCRIPTION=make big sky flooder glow Nrburg MESHES=Contrails.002 KEY_0=ksEmissive VALUE_0=255,120,40,0.1 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_61] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=rceday_personal_grandstand_1 MESHES=rceday_personal_grandstand_1? OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=180 SPOT_SHARPNESS=0.5 RANGE=5 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=30 CLUSTER_THRESHOLD=15 DIFFUSE_CONCENTRATION=0.9 COLOR=214, 255, 230, 0.05 COLOR_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; disco lights at the end for easy removal [CONDITION_15] NAME=DISCOLIGHTS INPUT=ONE FLASHING_FREQUENCY=0.1 FLASHING_SKIP_OFF_STATE=1 FLASHING_NOISE_AMPLITUDE=0.2 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=0 FLASHING_SKIP_DOWNHILL_STATE=1 FLASHING_SMOOTHNESS=LINEAR FLASHING_LUT=(|0=1,0.9,0|0.1=0,0,0|0.2=1,0.1,0|0.3=0,0,0|0.4=0,1,0|0.5=0,0,0|0.6=0,1,1|0.7=0,0,0|0.8=0.4,0,1|0.9=0,0,0|1.0=0,0.4,1|) [MATERIAL_ADJUSTMENT_74] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Devils Diners pits tourists window flames glow MATERIALS=park-at KEY_0=ksEmissive VALUE_0=255,155,55,0.005 VALUE_0_OFF=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_62] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Disco lights Devils Diner MESHES=Object071 OFFSET=0,0,0 DIRECTION=0,-1,0 SPOT=150 SPOT_SHARPNESS=0.8 RANGE=8 RANGE_GRADIENT_OFFSET=0.7 FADE_AT=800 FADE_SMOOTH=50 CLUSTER_THRESHOLD=20 COLOR=1,0.9,0.5,15 COLOR_OFF=0 CONDITION=DISCOLIGHTS [LIGHT_SERIES_63] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Disco lights 5 party tents MESHES=?PartyTent?, Line351 OFFSET=0,3,0 DIRECTION=0,-1,0 SPOT=150 SPOT_SHARPNESS=0.8 RANGE=8 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=800 FADE_SMOOTH=50 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=20 COLOR=255,255,255,0.025 COLOR_OFF=0 CONDITION=DISCOLIGHTS [MATERIAL_ADJUSTMENT_75] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=four disco big tents on TuevTower MESHES=Object74181 KEY_0=ksEmissive VALUE_0=255,255,255,0.0015 VALUE_0_OFF=0 CONDITION=DISCOLIGHTS [LIGHT_0] ACTIVE=1 VISIBILITY_LEVEL=2 DESCRIPTION=Adenauer Forst disco lights DIFFUSE_CONCENTRATION=0.8 FADE_AT=1200 FADE_SMOOTH=33 LINE_FROM=-384.88, -149.29, -1962.04 LINE_TO=-371.45, -148.5, -1960.7 RANGE=5 RANGE_GRADIENT_OFFSET=0.4 COLOR=225,255,255,0.075 COLOR_OFF=0 SPOT_SHARPNESS=0.5 CONDITION=DISCOLIGHTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; disco lights end, also eof ;; all shader_replacements at beginning of the file! ;;;;;;;;;;;;;;;;;;;;;;; ; spinning ferris wheel [MODEL_REPLACEMENT_2] FILE=ks_nordschleife.kn5 INSERT=ks_nordschleife__lights_ferriswheel.kn5 ; very important: insert after last node in "ks_nordschleife.kn5" INSERT_AFTER=groove1 ;;;;;;;;;;;;;;;;;;;;;;;; ; outer ferris structure and inner glow [ANIMATED_...] NODE=ferriswheel SPIN_AXIS=1,0,0 WINDMILL_DIR=-1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE=ferrisglow SPIN_AXIS=1,0,0 WINDMILL_DIR=-1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 ;;;;;;;;;;;;;;;; ; now the cabins [ANIMATED_...] NODE = ferriscabin0 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin1 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin2 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin3 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin4 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin5 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin6 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin7 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin8 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin9 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin10 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin11 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin12 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin13 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin14 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin15 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin16 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin17 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin18 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin19 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin20 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin21 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin22 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [ANIMATED_...] NODE = ferriscabin23 SPIN_AXIS=-1,0,0 WINDMILL_DIR=1,0,0 SPEED_MULT=0.05 LAG_UP=0.9 LAG_DOWN=0.9 LAG_BRAKING=0.9 [TRACK_MAP] BUILDINGS_MESHES = marshals_house, Object75833 BUILDINGS_MATERIALS = park-roof, t13, adenau1, rceday_concession_b_001_diff, marsh-house ROADS_MESHES = asph?, Loft270, Object75603, Object75605, Line314, Object74438, Line271, Object74439, Object75611, Line026, Object016,\ Line014, Object002, Gr-asph, Loft296, Object025, Object008, Loft284, Shape344, Object74727, Shape194, pts_gr, Object75585, Object75593,\ Object75590 WALLS_MATERIALS = grail?, barriers GRASS_MATERIALS = grass?, 08 - Default, sbanc_c [SHADER_REPLACEMENT_...] MATERIALS=glass-solid RESOURCE_0=txDiffuse RESOURCE_COLOR_0 = 0,0.1,0.1 [SHADER_REPLACEMENT_...] MATERIALS=asph? PROP_...=ksSpecular,0.6 PROP_...=ksDiffuse,0.2 PROP_...=fresnelC,0.08 ;;; added 2oct 2020, needs advert_mask2.dds, now baked into "...racdy.kn5" [MATERIAL_ADJUSTMENT_76] ACTIVE=1 DESCRIPTION = Audi bridge Red Glow MATERIALS = audiplaceholder2 DESCRIPTION=audi bridge glow KEY_0=ksEmissive VALUE_0=255,50,10,0.1 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 VALUE_1_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [ALIGN_TREES_...] SURFACE_MATERIALS = top2, grass side shad?, TREE_MATERIALS = shader:ksTree [CustomEmissive] ACTIVE = 1 DESCRIPTION = ambulance lights blinking Materials = MB_Sprinter_2014 Resolution = 1024,1024 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 0, Start = "496, 235.4", Size = "18.5, 19.9", CornerRadius = "1,1" @ = CustomEmissive_Rect, Channel = 1, Start = "715.1, 236.1", Size = "17.1, 16.8", CornerRadius = "1,1" @ = CustomEmissive_Rect, Channel = 2, Start = "763.4, 94.9", Size = "101.6, 43.8" @ = CustomEmissive_Rect, Channel = 3, Start = "914.2, 94.9", Size = "105.2, 45" [MATERIAL_ADJUSTMENT_...] DESCRIPTION = ambulance front lights MATERIALS = MB_Sprinter_2014 KEY_... = ksEmissive VALUE_... = 255,255,255, 0.3 KEY_... = ksEmissive1 VALUE_... = 255,255,255, 0.3 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = NIGHT_SMOOTH [MATERIAL_ADJUSTMENT_...] DESCRIPTION = ambulance lights blinking MATERIALS = MB_Sprinter_2014 KEY_... = ksEmissive2 VALUE_... = 255,255,255, 0.2 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = AMBULANCE_BLUE [MATERIAL_ADJUSTMENT_...] DESCRIPTION = ambulance lights blinking MATERIALS = MB_Sprinter_2014 KEY_... = ksEmissive3 VALUE_... = 255,255,255, 0.1 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = AMBULANCE_RED [CONDITION_...] NAME=AMBULANCE_BLUE INPUT=ONE DELAY=0 FLASHING_FREQUENCY=5 FLASHING_SMOOTHNESS=0.3 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=1 LUT=(|0=0,0,1|0.5=0,0,1|0.51=1,0,0|0.999=1,0,0|1=0,0,1) [CONDITION_...] NAME=AMBULANCE_RED INPUT=ONE DELAY=0 FLASHING_FREQUENCY=-5 FLASHING_SMOOTHNESS=0.3 FLASHING_SKIP_OFF_STATE=0 FLASHING_NOISE_AMPLITUDE=0 FLASHING_MIN_VALUE=0.0 FLASHING_SYNCED=1 LUT=(|0=1,0,0|0.5=1,0,0|0.51=1,0,0|0.999=1,0,0|1=1,0,0) [CustomEmissive] ACTIVE = 1 DESCRIPTION = skoda octavia lights MATERIALS = Skoda_Octavia_Combi_2013 Resolution = 1024,1024 SHADER=ksPerPixelMultiMap_emissive @ = CustomEmissive_Rect, Channel = 0, Start = "47, 364.5", Size = "46.5, 11.3", CornerRadius=0.2 @ = CustomEmissive_Rect, Channel = 1, Start = "303.3, 366.2", Size = "47.4, 10.6", CornerRadius=0.2 @ = CustomEmissive_UseDiffuseLuminocity, Exponent = 7, From = 0.1, To = 0.3 [MATERIAL_ADJUSTMENT_...] DESCRIPTION = skoda octavia lights MATERIALS = Skoda_Octavia_Combi_2013 KEY_... = ksEmissive VALUE_... = 255,255,255, 0.25 KEY_... = ksEmissive1 VALUE_... = 255,255,255, 0.25 KEY_... = ksAlphaRef VALUE_... = -193 CONDITION = NIGHT_SMOOTH [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -596.12, 146.39, 2238.77 POSITION_1 = -595.24, 146.28, 2241.14 POSITION_2 = -601.28, 146.16, 2243.39 POSITION_3 = -602.16, 146.3, 2241.07 SQUAREDNESS = 1.4, 2.0 LINKED_TO = ambulance [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -584.46, 145.99, 2244.74 POSITION_1 = -584.03, 145.89, 2247.19 POSITION_2 = -591.88, 145.87, 2247.97 POSITION_3 = -592.1, 146.04, 2245.54 SQUAREDNESS = 1.4, 4.5 LINKED_TO = carratt003 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -603.51, 146.18, 2243.46 POSITION_1 = -608.39, 146.26, 2242.6 POSITION_2 = -607.99, 146.31, 2240.37 POSITION_3 = -603.05, 146.3, 2241.26 SQUAREDNESS = 2.0, 1.4 LINKED_TO = sc1 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -272.49, 124.29, 2264.44 POSITION_1 = -280.48, 124.63, 2265.16 POSITION_2 = -280.7, 124.57, 2262.27 POSITION_3 = -272.87, 124.23, 2261.33 SQUAREDNESS = 4.0, 1.5 LINKED_TO = carratt007 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -280.29, 124.67, 2266.56 POSITION_1 = -285.34, 125.02, 2267.38 POSITION_2 = -284.9, 125.09, 2269.59 POSITION_3 = -279.9, 124.74, 2268.79 SQUAREDNESS = 2.1, 1.4 LINKED_TO = sc011 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 548.32, 92.76, 1489.04 POSITION_1 = 550.57, 92.61, 1489.89 POSITION_2 = 547.94, 92.76, 1495.88 POSITION_3 = 545.84, 92.82, 1494.98 SQUAREDNESS = 1.4, 3.9 LINKED_TO = ambulance009 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 554.85, 92.27, 1474.04 POSITION_1 = 557.52, 92.11, 1473.46 POSITION_2 = 558.88, 92.21, 1480.94 POSITION_3 = 556.39, 92.31, 1481.52 SQUAREDNESS = 1.5, 3.2 CORNER_MODIFIERS = 0.50, 0.50, 1.00, 1.00 LINKED_TO = carratt002 [FAKE_SHADOW_...] ACTIVE = $" read('csp/version', 0) >= 1556 " OPACITY = 0.70 POSITION_0 = 629.32, 88.98, 1432.41 POSITION_1 = 629.43, 89, 1429.84 POSITION_2 = 635.8, 88.75, 1430.28 POSITION_3 = 635.6, 88.74, 1432.89 SQUAREDNESS = 1.4, 3.0 LINKED_TO = Satellite_Van005 [FAKE_SHADOW_...] ACTIVE = $" read('csp/version', 0) >= 1556 " OPACITY = 0.70 POSITION_0 = 3071.89, 57.99, -437.35 POSITION_1 = 3070.84, 57.99, -434.98 POSITION_2 = 3065.06, 57.7, -437.87 POSITION_3 = 3066.18, 57.7, -440.11 SQUAREDNESS = 1.4, 3.6 LINKED_TO = Satellite_Van003 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 3058.42, 57.15, -439.18 POSITION_1 = 3059.73, 57.37, -436.96 POSITION_2 = 3053.26, 57.23, -432.94 POSITION_3 = 3051.91, 57.09, -435.06 SQUAREDNESS = 1.4, 4.3 CORNER_MODIFIERS = 0.60, 0.60, 1.00, 1.00 LINKED_TO = carratt001 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 3055.41, 56.91, -440.35 POSITION_1 = 3056.58, 57.1, -438.67 POSITION_2 = 3052.72, 57.08, -435.96 POSITION_3 = 3051.46, 56.96, -437.57 SQUAREDNESS = 1.3, 3.1 LINKED_TO = sc009 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 3466.84, 57.04, -1102.09 POSITION_1 = 3469.23, 57.18, -1103.46 POSITION_2 = 3472.41, 57.23, -1097.71 POSITION_3 = 3470.36, 57.12, -1096.4 SQUAREDNESS = 1.4, 3.7 LINKED_TO = ambulance007 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 2324.22, 56.04, -1684.32 POSITION_1 = 2323.05, 56.07, -1686.54 POSITION_2 = 2317.41, 55.54, -1683.61 POSITION_3 = 2318.53, 55.52, -1681.26 SQUAREDNESS = 1.4, 3.6 LINKED_TO = ambulance006 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 2329.54, 56.24, -1681.69 POSITION_1 = 2327.92, 56.04, -1680.11 POSITION_2 = 2331.23, 55.99, -1676.64 POSITION_3 = 2333.16, 56.23, -1678.17 SQUAREDNESS = 1.4, 2.9 LINKED_TO = sc008 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = 2334.01, 56.88, -1686.37 POSITION_1 = 2332.31, 56.69, -1684.8 POSITION_2 = 2337.74, 56.55, -1679 POSITION_3 = 2339.94, 56.76, -1681.25 SQUAREDNESS = 1.5, 4.2 LINKED_TO = carratt [FAKE_SHADOW_...] OPACITY = 0.50 POSITION_0 = -392.72, -146.41, -2065.86 POSITION_1 = -394.46, -146.32, -2064.32 POSITION_2 = -397.48, -146.14, -2067.74 POSITION_3 = -396.04, -146.16, -2069.18 SQUAREDNESS = 1.4, 2.9 LINKED_TO = sc007 [FAKE_SHADOW_...] OPACITY = 0.50 POSITION_0 = -385.28, -146.49, -2062.15 POSITION_1 = -387.15, -146.73, -2059.8 POSITION_2 = -392.37, -146.59, -2064.81 POSITION_3 = -390.66, -146.38, -2066.74 SQUAREDNESS = 1.5, 3.4 CORNER_MODIFIERS = 0.50, 0.50, 1.00, 1.00 LINKED_TO = carratt006 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -1383.27, -61.48, -1907.47 POSITION_1 = -1385.57, -61.59, -1908.68 POSITION_2 = -1382.41, -62.11, -1914.31 POSITION_3 = -1380.28, -61.97, -1913 SQUAREDNESS = 1.4, 3.6 LINKED_TO = ambulance003 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -1876.65, -11.71, -756.15 POSITION_1 = -1878.58, -11.54, -757.85 POSITION_2 = -1874.39, -11.41, -762.6 POSITION_3 = -1872.45, -11.4, -761.12 SQUAREDNESS = 1.4, 3.7 LINKED_TO = ambulance002 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -2572.03, 56.65, 113.46 POSITION_1 = -2570.8, 56.74, 115.24 POSITION_2 = -2574.86, 56.34, 118.26 POSITION_3 = -2576.36, 56.27, 116.4 SQUAREDNESS = 1.4, 3.1 LINKED_TO = sc006 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -2149.33, 101.7, 916.12 POSITION_1 = -2147.4, 101.74, 918.31 POSITION_2 = -2152.28, 101.82, 922.37 POSITION_3 = -2153.98, 101.8, 920.48 SQUAREDNESS = 1.5, 3.4 LINKED_TO = Satellite_Van001 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -2153.26, 102.44, 954.66 POSITION_1 = -2151.9, 102.48, 956.54 POSITION_2 = -2156.03, 102.55, 959.41 POSITION_3 = -2157.23, 102.52, 957.63 SQUAREDNESS = 1.4, 3.1 LINKED_TO = sc005 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -2212.83, 96.32, 1510.81 POSITION_1 = -2215.29, 96.43, 1511.44 POSITION_2 = -2216.97, 96.13, 1505.06 POSITION_3 = -2214.58, 96.06, 1504.32 SQUAREDNESS = 1.4, 3.8 LINKED_TO = ambulance001 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -2041.86, 76.07, 1688.12 POSITION_1 = -2041.62, 76.07, 1690.75 POSITION_2 = -2049.11, 76.05, 1691.42 POSITION_3 = -2049.36, 76.01, 1688.81 SQUAREDNESS = 1.5, 3.1 CORNER_MODIFIERS = 0.50, 0.50, 1.00, 1.00 LINKED_TO = carratt004 [FAKE_SHADOW_...] OPACITY = 0.70 POSITION_0 = -2052.01, 75.87, 1685.19 POSITION_1 = -2050.79, 75.88, 1686.96 POSITION_2 = -2054.78, 75.69, 1689.8 POSITION_3 = -2056, 75.81, 1688.04 SQUAREDNESS = 1.3, 3.1 LINKED_TO = sc003 [FAKE_SHADOW_...] OPACITY = 0.30 POSITION_0 = -591.7, 145.23, 2257.46 POSITION_1 = -590.07, 145.24, 2256.12 POSITION_2 = -585.92, 144.85, 2261.2 POSITION_3 = -587.36, 144.85, 2262.32 SQUAREDNESS = 1.0, 1.5 LINKED_TO = t13_gas_station [SHADER_REPLACEMENT_...] MATERIALS = t13, advert, tyres, adv, armco, wall-t13_b, concrete CAST_SHADOWS = 1 DOUBLE_FACE_SHADOW_BIASED = 1 [TRACK_OCCLUDER_WALL_0] DESCRIPTION=Wall 1 POINT_0=-1343.66, 104.204, 2280.38 POINT_1=-1295.39, 111.333, 1984.92 [TRACK_OCCLUDER_WALL_0] DESCRIPTION=Wall 1 POINT_0=-1343.66, 104.204, 2280.38 POINT_1=-1295.39, 111.333, 1984.92 [TRACK_OCCLUDER_WALL_1] DESCRIPTION=Wall 2 POINT_0=-1694.5, 101.023, 2033.39 POINT_1=-1615.55, 100.716, 1935.72 [TRACK_OCCLUDER_WALL_2] DESCRIPTION=Wall 3 POINT_0=-2190.78, 105.591, 927.109 POINT_1=-2569.67, 108.745, 1093.17 [TRACK_OCCLUDER_WALL_3] DESCRIPTION=Wall 4 POINT_0=-2533.44, 68.7741, 62.3403 POINT_1=-2181.21, 69.8077, 128.281 [TRACK_OCCLUDER_WALL_4] DESCRIPTION=Wall 5 POINT_0=-2494.52, 61.4211, 56.1006 POINT_1=-2298.7, 44.8384, -31.8182 [TRACK_OCCLUDER_WALL_5] DESCRIPTION=Wall 6 POINT_0=-2298.7, 44.8992, -31.8182 POINT_1=-2050.67, 0.396446, -246.328 [TRACK_OCCLUDER_WALL_6] DESCRIPTION=Wall 7 POINT_0=-2050.67, 0.396454, -246.328 POINT_1=-1700.68, -22.1753, -694.339 [TRACK_OCCLUDER_WALL_7] DESCRIPTION=Wall 8 POINT_0=-1427.3, -9.10779, -1463.57 POINT_1=-1995.06, -18.493, -1288.29 [TRACK_OCCLUDER_WALL_8] DESCRIPTION=Wall 9 POINT_0=-1510.08, -12.3524, -1735.8 POINT_1=-1196.42, -23.1842, -1781.02 [TRACK_OCCLUDER_WALL_9] DESCRIPTION=Wall 10 POINT_0=-1290.45, -65.6946, -2054.19 POINT_1=-1160.98, -46.098, -1846.57 [TRACK_OCCLUDER_WALL_10] DESCRIPTION=Wall 11 POINT_0=-857.723, -105.072, -1947.54 POINT_1=-675.894, -88.4308, -1658.55 [TRACK_OCCLUDER_WALL_11] DESCRIPTION=Wall 12 POINT_0=-353.796, -84.2137, -2121.59 POINT_1=-1.76111, -1.42027, -1959.63 [TRACK_OCCLUDER_WALL_12] DESCRIPTION=Wall 13 POINT_0=304.299, -77.7504, -2355.84 POINT_1=105.897, -37.4118, -1697.27 [TRACK_OCCLUDER_WALL_13] DESCRIPTION=Wall 14 POINT_0=1657.51, 37.7822, -1458.41 POINT_1=1721.89, 74.125, -1747.84 [TRACK_OCCLUDER_WALL_14] DESCRIPTION=Wall 15 POINT_0=2780.85, 139.147, -1839.78 POINT_1=2707.99, 120.325, -1630.4 [TRACK_OCCLUDER_WALL_15] DESCRIPTION=Wall 16 POINT_0=2006.29, 97.8995, 442.61 POINT_1=1818.15, 89.321, 678.414 [SHADER_REPLACEMENT_...] MATERIALS = connection BLEND_MODE = ALPHA_BLEND [SPECTATORS] MESHES=ppl?, addon?KSLAYER4 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;Adds new castle object ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [MODEL_REPLACEMENT_3] ACTIVE=1 DESCRIPTION = new castle object HIDE = Castle, Object75654, Line175 FILE = ks_nordschleife.kn5 INSERT = ks_nordschleife_castle.kn5 INSERT_AFTER = Object75654 [LIGHT_...] ACTIVE=1 COLOR=1.000000,0.839083,0.550575,7.00000 DIFFUSE_CONCENTRATION=0.500 FADE_AT=5000.0 FADE_SMOOTH=75.0 POSITION=-278.725800,200.485168,1355.583252 RANGE=80 RANGE_GRADIENT_OFFSET=0.500 SHADOWS=1 SHADOWS_BOOST=0.000000 SHADOWS_EXP_FACTOR=10.000000 SHADOWS_HALF_RESOLUTION=0 SINGLE_FREQUENCY=0.000 SPECULAR_MULT=1.00 SPOT=0.00 VOLUMETRIC_LIGHT=0 CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_...] ACTIVE=1 VISIBILITY_LEVEL=0 DESCRIPTION=Nrburg, castle end of straight right MESHES=CastleNew OFFSET=0,-10,0 DIRECTION=0,1,0 SPOT=120 SPOT_SHARPNESS=0.75 RANGE=15 RANGE_GRADIENT_OFFSET=0.5 FADE_AT=5000 FADE_SMOOTH=75 DIFFUSE_CONCENTRATION=0.5 CLUSTER_THRESHOLD=20 COLOR=1, 0.6, 0.3, 40 COLOR_OFF=0 CONDITION=NIGHT_SMOOTH ; fix for trees [SHADER_REPLACEMENT_...] MATERIALS = shader:ksTree? MATERIAL_FLAG_0 = 1 ;;; 2022 [MODEL_REPLACEMENT_...] DESCRIPTION= adds BMW wall at s/f, a radio tower on Hohe Acht, fences at Fuchsröhre, Bergwerk, Kesselchen, Pflanzgarten FILE=ks_nordschleife.kn5 INSERT=ks_nordschleife__2022.kn5 INSERT_AFTER=Rectangle008 HIDE = Object75629, KM9, KM12, KM13, KM14, KM15, KM20, Loft263 ;;; HIDE = tree_shadow?, Object75629, KM9, KM12, KM13, KM14, KM15, KM20, Loft263 [MODEL_REPLACEMENT_...] ACTIVE=1 DESCRIPTION = Hide these objects FILE=18.kn5 HIDE = sp1, Object75820 [SHADER_REPLACEMENT_...] MATERIALS=fences11 DESCRIPTION=replace with orig textures from track RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=fences1.dds [SHADER_REPLACEMENT_...] MATERIALS=signs11 DESCRIPTION=replace with orig textures from track RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=sings1_welcometothegreenhell.dds RESOURCE_1=txNormal RESOURCE_TEXTURE_1=flat_NM.dds RESOURCE_2=txMaps RESOURCE_TEXTURE_2=sings1_MAP.dds RESOURCE_3=txDetail RESOURCE_TEXTURE_3=sings1_MAP.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with orig textures from track MATERIALS=box11 RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=box-ext.dds RESOURCE_1=txNormal RESOURCE_TEXTURE_1=box-ext-nm.dds RESOURCE_2=txMaps RESOURCE_TEXTURE_2=box-ext-map.dds RESOURCE_3=txDetail RESOURCE_TEXTURE_3=black.dds [SHADER_REPLACEMENT_...] MATERIALS=gstands22 DESCRIPTION=replace with orig textures from track RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=gstands2.dds RESOURCE_1=txNormal RESOURCE_TEXTURE_1=gstands2_NM.dds RESOURCE_2=txMaps RESOURCE_TEXTURE_2=gstands2_MAP.dds RESOURCE_3=txDetail RESOURCE_TEXTURE_3=gstands2_MAP.dds [SHADER_REPLACEMENT_...] DESCRIPTION = Audi bridge shader replacement MATERIALS = advert SHADER=ksPerPixelMultiMap_emissive FILL_MISSING_TEXTURES=1 RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=advert_blackaudi.dds RESOURCE_4=txEmissive RESOURCE_TEXTURE_4=advert_mask2.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with new texture from __2022.kn5 MATERIALS=adv RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=adv_hyunday.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with hyunday texture from __2022.kn5 MATERIALS=signs1 RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=sings1_welcometothegreenhell.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with another hyunday texture from __2022.kn5 MATERIALS=misc, MATscoretable RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=misc_2022.dds RESOURCE_1=txNormal RESOURCE_TEXTURE_1=misc_nm_2022.dds ;;; ; [CONDITION_...] ; ACTIVE=1 ; NAME=DigScreens ; INPUT = SUN ; LUT = (|0=0.8|88=0.8|88=1.5|180=1.5|) ; LAG = 0.97 ; [DISPLAY_...] ; DESCRIPTION = lit at night ; MESHES = Object069 ; REGION_START = 500, 331 ; display position on texture, in pixels ; REGION_SIZE = 290, 220 ; display size on texture, in pixels ; ; Update and rendering options ; HIGH_REFRESH_RATE = 0 ; high refresh rate (enabled by default; 30 FPS with this option on, 15 FPS without) ; FLIP_X = 1 ; change to 1 to flip output on X axis (mainly for strange UV mapping) ; FLIP_Y = 1 ; change to 1 to flip output on Y axis (mainly for strange UV mapping) ; ; Color corrections: ; OUTPUT_ALPHA = 0 ; alpha channel value for display area ; OUTPUT_GAMMA = DigScreens ; gamma correction, reduce to make darker areas even darker ; OUTPUT_SATURATION = 0.7 ; saturation correction ; OUTPUT_BRIGHTNESS = 2 ; brightness correction ; OUTPUT_FISH_EYE = 0 ; increase to add lens distortion effect ; OUTPUT_VIGNETTE = 0.3 ; increase to darken corners ; OUTPUT_CHROMATIC_ABERRATION = 0 ; increase to add that nasty chromatic aberration ; MODE = CAMERA ; CAMERA_0 = -770.972 ,139.233 ,2659.13 ; CAMERA_0_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car ; CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement ; CAMERA_0_FOV = 10 ; CAMERA_1 = -1223.05 ,129.295 ,3077.67 ; CAMERA_1_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car ; CAMERA_1_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement ; CAMERA_1_FOV = 4 ; CAMERA_2 = -1285.84 ,126.793 ,2967.5 ; CAMERA_2_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car ; CAMERA_2_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement ; CAMERA_2_FOV = 4 ; CAMERA_3 = -1411.07 ,124.034 ,3401.17 ; CAMERA_3_TARGET = CLOSEST_CAR ; instead of fixed point, uses closes car ; CAMERA_3_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement ; CAMERA_3_FOV = 3 ;;;; new ks_nordschleife__lights adjustments;;;; [LIGHT_...] COLOR_FROM=1.000000,0.907977,0.832462,3.650000 COLOR_TO=1.000000,0.927013,0.840612,10.000000 DIFFUSE_CONCENTRATION=0.884 FADE_AT=500.0 FADE_SMOOTH=200.0 LINE_FROM=-782.733459,145.604355,2630.853027 LINE_TO=-943.129517,145.737396,2793.925537 RANGE=39.07 RANGE_GRADIENT_OFFSET=0.100 SHADOWS=1 SHADOWS_BOOST=0.000000 SHADOWS_EXP_FACTOR=10.000000 SHADOWS_EXTRA_BLUR=0 SHADOWS_HALF_RESOLUTION=0 SINGLE_FREQUENCY=0.000 SPECULAR_MULT=1.00 SPOT=0.00 VOLUMETRIC_LIGHT=0 [SHADER_REPLACEMENT_...] DESCRIPTION=replace with with orig textures from track MATERIALS=MATAdenauer, MATdoettinger RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=adenau1.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with with orig textures from track MATERIALS=MATTouristPark RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=park1.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with with orig textures from track MATERIALS=MAT_cables RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=cables.dds [SHADER_REPLACEMENT_...] DESCRIPTION=replace with with orig textures from track MATERIALS=MATtent RESOURCE_0=txDiffuse RESOURCE_TEXTURE_0=tent.dds [MATERIAL_ADJUSTMENT_...] ACTIVE = 1 MATERIALS = peopleB KEY_1 = ksAmbient VALUE_1 = 0.3