[BASIC]
IGNORE_OTHER_CONFIGS = 1
[SOUNDBANK_...]
BANK=sfx/racetrack.bank
GUIDS=sfx/GUIDs.txt
[CONDITION_...]
NAME = CROWD_VOLUME
INPUT = SPECTATORS
MIN = 0
MAX = 1
LUT = (|0=0|1=1|)
[CONDITION_...]
NAME = GENERATOR_VOLUME
INPUT = SUN
LUT = (|0=0|81=0|81=1|181=1)
LAG = 0
[EVENT_...]
ID=racetrack/garagework
REVERB_RESPONSE = 0
POSITION = -289.123, 1.549, -723.95
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -622.27, -0.603527, -568.844
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME
[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = 207.199, -16.1837, -59.1909
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME
[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -128.292, -32.7634, 646.254
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME
[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -161.973, 10.7944, -775.375
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME
[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -396.915, 12.4284, -825.444
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.002
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.003
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.004
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.005
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.006
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.007
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.008
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.009
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.010
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.011
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.012
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[CONDITION_...]
NAME= DAYLIGHT
INPUT = SUN
LUT = (|0=0|79=0|79=1|180=1)
LAG=0.99
[CONDITION_...]
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
[CONDITION_...]
; active on low sun angle
NAME=CAMP_FIRES
INPUT = SUN
LUT = (|0=0|90=0|90=1|180=1)
LAG = 0.8 ; ^
LAG_DELAY_OFF = 1.0 ; ^
LAG_DELAY_ON = 5.0 ; ^
LAG_DELAY_FUNC = LINEAR
[CONDITION_...]
NAME=CHANGINGCOLORS
INPUT= ONE
DELAY=6.0
FLASHING_FREQUENCY=0.05
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_...]
NAME = FIRESMOKE
INPUT = SPECTATORS
MIN = 0
MAX = 0.095
LUT = (|0=0|1=1|)
[CONDITION_...]
NAME = PEOPLE
INPUT = SPECTATORS
LUT = (|0=0|1=1|)
[BASIC]
SUPPORTS_WIND = 1
[WIND]
IGNORE = mosport_campfire_KSLAYER4, material:guardrail, SMALL_TREE?, Scout_banner_geo
DYNAMIC_FLAGS = mosport_flags.001, mosport_flags.001B, mosport_flags.002, mosport_flags.002B, mosport_flags.003, mosport_flags.003B, mosport_flags.004, mosport_flags.004B, mosport_flags.005, mosport_flags.005B, mosport_flags.006, mosport_flags.006B, mosport_flags.007, mosport_flags.007B, mosport_flags.009, mosport_flags.009B
DYNAMIC_TREES = material:TREELINE
TREES_NORMALIZATION=0.3, 1
[SHADER_REPLACEMENT_...]
MESHES = mosport_flags.001, mosport_flags.001B, mosport_flags.002, mosport_flags.002B, mosport_flags.003, mosport_flags.003B, mosport_flags.004, mosport_flags.004B, mosport_flags.005, mosport_flags.005B, mosport_flags.006, mosport_flags.006B, mosport_flags.007, mosport_flags.007B, mosport_flags.009, mosport_flags.009B
SHADER = ksFlagsFX
[SPECTATORS]
MESHES = mosport_vehicles?, mosport_crowd_tents?, mosport_rvs?, mosport_semitrucks_KSLAYER5, mosport_campfire_KSLAYER4, mosport_campfire_wood?, mosport_CTMP_letters?, mosport_traffic_car?, Scout?
[MESH_ADJUSTMENT_...]
MESHES = AC_POBJECT_mosport_signs?
IS_RENDERABLE = 0
[MESH_ADJUSTMENT_...]
MESHES = SKID_BRAKE.006, SKID_BRAKE.007
IS_RENDERABLE = 0
[GRASS_FX]
GRASS_MATERIALS = GRASS_CLOSE, SAT?_NEW
GRASS_MESHES = grs_in_out_blend.001
OCCLUDING_MESHES = 1RUNOFF?, 01SAND.001, mosport_tirewll?, CSP_GRS_OCCL?, VIS_WAL?, 01KERB?, VISRD?, mosport_crowd_tents?, mosport_ambo?, mosport_rvs?, mosport_vehicles?, AC_POBJECT_mosport_signs?, VIS_BLOCKS.001, TRANSITION.001, rdedges, mosport_safetytruck.002_KSLAYER4, WLL_GRS_OCCL
OCCLUDING_MATERIALS_ALPHA = MOSPORT_DMG_GRASS
ORIGINAL_GRASS_MATERIALS=
TEXTURE = mosportgrass.dds
TEXTURE_GRID = 8, 3
; blurring for mask
MASK_BLUR = 1 ; from 0 to 3, 0 to disable blur
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 5, 1, 1, 2
PIECE_1 = 2, 1
PIECE_1_CHANCE = 0.1
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_0 = 5, 1, 1, 2
PIECE_0_SIZE_MULT = 4, 2
PIECE_1 = 8, 1
PIECE_1_SIZE_MULT = 4, 2
; configuration A for tidy often cut grass
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 1.35 ; general size
SHAPE_TIDY = 0.0 ; how tidy grass is (untidy grass in uneven, tilted more)
SHAPE_CUT = 0.0 ; how cut grass is
SHAPE_WIDTH = 1.1 ; grass width relative to its height
[GRASS_FX_CONFIGURATION_B]
MASK_MAIN_THRESHOLD = 1
MASK_RED_THRESHOLD = 0.5
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 0.095
SHAPE_SIZE = 5
SHAPE_WIDTH = 1
SHAPE_TIDY = 1
TEXTURE_BASE_CHANCE = 0.0 ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 1.0 ; chance of first group to spawn
[GRASS_FX_CONFIGURATION_C]
MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0.5
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 0.075
SHAPE_SIZE = 15
SHAPE_WIDTH = 2.5
SHAPE_TIDY = -0.9
TEXTURE_BASE_CHANCE = 0.0 ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.2 ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 0.8
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS_CLOSE
MAP = A
[INCLUDE: common/grass_fx.ini] ; for GrassFX_ExtraArea mixin
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = SAT?_NEW
MAP = B
[SMOKE_...]
POSITION=-46.6079, -19.2339, -192.186
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE
[SMOKE_...]
POSITION=-714.8, -7.9382, -436.838
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE
[SMOKE_...]
POSITION=-800.66, -4.69, -397.28
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE
[SMOKE_...]
POSITION=25.3217, -23.5054, 98.3014
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE
[SHADER_REPLACEMENT_...]
MATERIALS = GRASS_CLOSE, SAT?_NEW, road_patch, ROAD, gravel_dirt, AERIAL_SAT, roadnew, roadnew_brighter, mosport_roadgreen, pit_concrete
PROP_...= ksAlphaRef, -193
[SHADER_REPLACEMENT_...]
MESHES = VIS_WAL?, material:tire_stack_black, material:tire_stack, mosport_snd_barrier?, material:mosport_fences2, VISTUNNEL.002
DOUBLE_FACE_SHADOW_BIASED = 1
[MATERIAL_ADJUSTMENT_...]
MATERIALS = mosport_insidetex
CONDITION = DAYLIGHT
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170, 0.015
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = Building interiors
VISIBILITY_LEVEL = 0
SINGLE_FREQUENCY = 0
[MATERIAL_ADJUSTMENT_...]
MATERIALS = mosport_vehicles2
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,.1
VALUE_0_OFF = 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = RVs
[MATERIAL_ADJUSTMENT_...]
MATERIALS = mosport_vehicles
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,.1
VALUE_0_OFF = 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = Vehicles
[MATERIAL_ADJUSTMENT_...]
MESHES = mosport_lightpoles_bulb
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,5
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = Light Pole Bulbs
[MATERIAL_ADJUSTMENT_...]
MESHES = mosport_pintys_grill_bulb
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,5
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = Pintys Grill Bulbs
[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION= Tower Aircraft Light
MESHES=mosport_tower_bulb
KEY_0=ksEmissive
VALUE_0=255,0,0,30
VALUE_0_OFF=0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION=HAZARDS1
[MATERIAL_ADJUSTMENT_...]
MESHES = mosport_campfire_KSLAYER4
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,.75
VALUE_0_OFF = 255, 214, 170,.25
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = CAMP_FIRES
ACTIVE = 1
DESCRIPTION = Camp Fires
[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_C
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_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_T
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_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_M
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_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_P
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
[LIGHT_SERIES_...]
DESCRIPTION = small buildings lamps
MESHES = buildinglamps
OFFSET = 1,1.8,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.1
SPOT = 150
SPECULAR_MULT = 1
RANGE = 25
DIFFUSE_CONCENTRATION = 1.0
FADE_AT = 500
FADE_SMOOTH = 100
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.5
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = DAYLIGHT
[LIGHT_SERIES_...]
DESCRIPTION = Light inside tents
MESHES = tentlamps
OFFSET = 0,0,0
CLUSTER_THRESHOLD = 10
COLOR = 255, 214, 170,.15
SPOT = 150
SPECULAR_MULT = 1
RANGE = 25
DIFFUSE_CONCENTRATION = 1.0
FADE_AT = 400
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.5
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = DAYLIGHT
[LIGHT_SERIES_...]
DESCRIPTION = Light inside huts
MESHES = hutlamps
OFFSET = 0,0.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.1
SPOT = 85
SPECULAR_MULT = 1
RANGE = 35
DIFFUSE_CONCENTRATION = 0.7
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 1.0
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = DAYLIGHT
[LIGHT_SERIES_...]
DESCRIPTION = Pole Lights
MESHES = mosport_lightpoles_bulb
OFFSET = 0,0.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.1
SPOT = 180
SPECULAR_MULT = 1
RANGE = 50
DIFFUSE_CONCENTRATION = 0.5
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.5
SPOT_SHARPNESS = 0.5
ACTIVE = 1
CONDITION = DAYLIGHT
[LIGHT_SERIES_...]
DESCRIPTION = Main building lamps
MESHES = mainbuildinglamps
OFFSET = 0,0.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.05
SPOT = 100
SPECULAR_MULT = 0.5
RANGE = 50
DIFFUSE_CONCENTRATION = 0.7
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.4
SPOT_SHARPNESS = 0.2
ACTIVE = 1
CONDITION = DAYLIGHT
[LIGHT_SERIES_...]
DESCRIPTION = Campfire emitter
MESHES = mosport_campfire_KSLAYER4
OFFSET = 0,2.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.05
SPOT = 170
SPECULAR_MULT = 0
RANGE = 55
DIFFUSE_CONCENTRATION = 1.0
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.0
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = CAMP_FIRES
[INCLUDE: common/materials_track.ini]
[Material_RoomWindows]
Meshes = mosport_main_bldg_windows
EmissiveMode = DIFFUSE_EMISSIVE_BLEND
DebugMode = 0
RoomHeight = 5.0
RoomVerticalOffset = 4.5
RoomCeilingRotation = 75
InteriorMult = 0.75
InteriorGlowBrightness = 0.5
InteriorBaseBrightness = 0.25
InteriorVolumeBrightness = 0.5
ShapeChance = .25
Shape1_X_W = 0.05 ; size of a lamp in X axis (in ceiling coordinates)
Shape1_Y_W = 0.7 ; size of a lamp in Y axis
Shape2_X_W = 0.5 ; size of separator in X axis
Shape2_X_Mult = 0 ; effect of separator in X axis (set to 0 to disable)
Shape2_Y_W = 0.5 ; size of separator in Y axis
Shape2_Y_Mult = 0 ; effect of separator in Y axis (set to 0 to disable)
ShapeSmoothness = 1
RoomNearEdgeClipping = 1.0
RoomDepth = 10
; because for some reason, normals of this piece of mesh are really screwed
NormalsFactor = 0
PROP_0 = ksEmissive, 13, 11, 9
PROP_1 = fresnelMaxLevel, 0.25
PROP_2 = fresnelC, 0.02
PROP_3 = fresnelEXP, 3
[Material_DistantEmissive]
Meshes = mosport_lightpoles_bulb
[MESH_ADJUSTMENT_...]
MESHES = Scout_plane_geo
IS_RENDERABLE = 1
[ANIMATED_...]
NODE = Scout_plane
ANIMATION = scout_plane.ksanim
DURATION = 300
[ANIMATED_...]
NODE = Man_Type1.001
ANIMATION = Man_Type1_Waving.ksanim
DURATION = 5
[ANIMATED_...]
NODE = Man_Type2.001
ANIMATION = Man_Type2_Gesture.ksanim
DURATION = 7
[ANIMATED_...]
NODE = Woman_Type1.001
ANIMATION = Woman_Type1_Waving.ksanim
DURATION = 6
[ANIMATED_...]
NODE = Woman_Type2.001
ANIMATION = Woman_Type2_Sitting.ksanim
DURATION = 8
[ANIMATED_...]
NODE = track_marshal.001
ANIMATION = track_marshals.ksanim
DURATION = 8
[ANIMATED_...]
NODE = track_marshalB.001
ANIMATION = track_marshals_b.ksanim
DURATION = 8
[ANIMATED_...]
NODE = mosport_traffic_car
ANIMATION = mosport_traffic.ksanim
DURATION = 200
[SHADER_REPLACEMENT_...]
MESHES = Man_Type?, Woman_Type?, track_marshal?
LOD_IN = 0
LOD_OUT = 150
;;;;;;;;; Animated portable generator lighting ;;;;;;;;;;;;;;;;;;;
[CONDITION_...]
NAME = SUNSET_ANIMATION_PROGRESS
INPUT = SUN
LUT = (|0=0|81=0|81=1|181=1) ; you might need to adjust angles
LAG_DELAY_ON = 40 ; duration in seconds
LAG_DELAY_OFF = 40
LAG_DELAY_FUNC = LINEAR ; other possible values: SQR, POW3, SQRT
[ANIMATED_...]
NODE = generator_main_dummy.002
ANIMATION = mosport_generators.ksanim
PROGRESS = SUNSET_ANIMATION_PROGRESS
[MATERIAL_ADJUSTMENT_...]
MESHES = generator_lights.??
CONDITION = DAYLIGHT
KEY_0 = ksEmissive
VALUE_0 = 255, 255, 255, 1.25
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
[LIGHT_SERIES_...]
MESHES = generator_lights.002
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.434673,-0.673904,-0.597422
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.003
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.042901,-0.420035,-0.906493
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.004
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=0.910678,-0.413051,-0.007333
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.005
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.891787,-0.245557,0.380023
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.006
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.781264,-0.579557,0.231822
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.007
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.116879,-0.463302,-0.878459
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.008
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=0.875712,-0.373236,-0.306307
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.009
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.437264,-0.317152,-0.841555
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.010
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.848653,-0.443861,-0.287708
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.011
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=0.004091,-0.412693,-0.910861
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
[LIGHT_SERIES_...]
MESHES = generator_lights.012
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.181534,-0.348299,0.919638
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500
;------------------------------------------------------------------------------
[SHADER_REPLACEMENT_...]
MATERIALS = mosport_vehicles
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_FILE_0 = mosport_vehicles_em.dds
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 0.5, 0.5, 1
[SHADER_REPLACEMENT_...]
MATERIALS = mosport_vehicles2
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_FILE_0 = mosport_vehicles2_em.dds
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 0.5, 0.5, 1
[SHADER_REPLACEMENT_...]
MESHES = mosport_traffic_car_GEO, mosport_traffic_car.002_GEO, mosport_traffic_car.003_GEO, mosport_traffic_car.004_GEO, mosport_traffic_car.005_GEO, mosport_traffic_car.006_GEO
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_FILE_0 = mosport_vehicles3_em.dds
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 0.5, 0.5, 1
[SHADER_REPLACEMENT_...]
MATERIALS = campfire_loop
SHADER = stPerPixelNM_UVflow
BLEND_MODE = ALPHA_BLEND
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = fireloop256.dds
RESOURCE_1 = txNormal
RESOURCE_FILE_1 = fireloop256nm.dds
RESOURCE_2 = txDetailNM
RESOURCE_COLOR_2 = 0.5, 0.5, 1
PROP_... = ksEmissive, 10, 10, 10
PROP_... = offsetDSpeed, 1, 0
PROP_... = offsetNMSpeed, 1, 0
PROP_... = pauseTiming, 0.015625, -1
[RAIN_FX]
PUDDLES_MATERIALS = roadnew_brighter, roadnew, ROAD, road_patch, kerb, mosport_roadgreen, roadlines, pit_concrete, MOSPORT_DMG_GRASS, mosport_drain
PUDDLES_MESHES = rdedges, rdedges.001, TRANSITION?, VIS_ALL_PATCH_BORDER, t1_waterchannel.002
LINES_MATERIALS = roadlines
SOAKING_MATERIALS = new_tarmac, ROAD, kerb, mosport_roadgreen, pit_concrete, MOSPORT_DMG_GRASS
SOAKING_MESHES = rdedges, rdedges.001, TRANSITION?, VIS_ALL_PATCH_BORDER, t1_waterchannel.002
SMOOTH_MATERIALS = guardrail, mosport_vehicles?, SEMI, mosport_office_windows
ROUGH_MATERIALS = GRASS_CLOSE, Background, gravel_dirt
ROUGH_MESHES = grs_in_out_blend.001, SDTRAP_EDGE
STREAM_EDGE_... = -417.8, 14.02, -830, -370.21, 14.02, -816.73
STREAM_EDGE_... = -370.19, 14.02, -816.73, -367.35, 14.02, -826.93
STREAM_EDGE_... = -416.98, 14.02, -832.93, -417.81, 14.02, -830.02
STREAM_POINT_... = -268.44, 4.58, -758.71
STREAM_POINT_... = -266.57, 4.91, -758.36
STREAM_EDGE_... = -228.73, 5.8, -749.54, -237.86, 5.81, -719.93
STREAM_EDGE_... = -237.87, 5.81, -719.91, -237.96, 5.81, -718.35
STREAM_EDGE_... = -237.96, 5.8, -718.34, -226.18, 5.49, -701
STREAM_EDGE_... = -226.82, 5.77, -748.95, -235.95, 5.77, -719.34
STREAM_EDGE_... = -235.95, 5.76, -719.33, -224.18, 5.47, -702.01
STREAM_EDGE_... = -167.95, -6.29, -324.94, -194.36, -6.28, -339.21
STREAM_EDGE_... = -169.46, -6.29, -322.15, -195.87, -6.28, -336.43
STREAM_EDGE_... = -40.61, -29.26, 302.32, -55.33, -29.26, 284.87
STREAM_EDGE_... = -42.24, -29.27, 303.48, -56.96, -29.27, 286.03
STREAM_EDGE_... = -726.51, -2.54, -271.56, -686.4, -2.54, -284.87
STREAM_EDGE_... = -686.4, -2.54, -284.87, -727.11, -2.54, -275.26