[ABOUT]
AUTHOR= Andkorot

[ADJUSTABLE_WING_0]
NAME = REAR_WING_SUB0  				; name of wing root node to rotate
WING = 2          					; index of section in aero.ini
ANGLE_BASE = -10    					; base offset for angle
ANGLE_MULT = 0.8  					; angle multiplier
DEBUG_MODE = 0    					; set to 1 to adjust PIVOT easier
ROTATION_PIVOT = 0, 0.0, -0.003  	; rotation pivot relative to wing root node, should be at the center of wing mesh
ROTATION_AXIS = -2, 0, 0        	; I’m pretty sure in most cases, this value wouldn’t be changed, but just in case

[DEFORMING_HOOD]
NAME = lada_revo_hood_a.gmt_SUB0          ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.02       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.06       ; how far would it offset at the far end
BULGING_EXTRA = 0.0       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.2   ; and horizontal noise at the far end
NOISE_Y_FREQUENCY = 7.0    ; which adds
NOISE_Z_FREQUENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[FAKE_SHADOWS_FX] 
DISALLOW_REBAKING = 0 
CUSTOM_SKIN_SHADOWS = 0

[SHADOWED_WHEELS]
ANGLE = 7
OPACITY = 0.5

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.5      ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
ALPHA_MASK = 0.1, 0.2
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.1575           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.1075  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.215  ; inside radius of a rim
RIM_HEIGHT = 0.05   ; distance between surface of brake disc and vertical surface of a wheel rim
AMBIENT_MULT=0.6
REFLECTION_MULT=5
SIMPLIFY_NORMALS_K=0.8
DISC_INTERNAL_RADIUS_SHARPNESS=250
DISC_INTERNAL_RADIUS=0.105
OVERRIDE_NORMAL_MAP = 1   ; set to 0 to use original normal map
OVERRIDE_DIFFUSE_MAP = 1  ; set to 0 to use original diffuse map
WEAR_MULT = 1.0           ; please do not change this one unless you want to set it to 0 or something; general multiplier might change in the future
GLOW_MULT = 1.0           ; adjust glowing intensity
ROUGHNESS = 0.2, 0.9      ; X and Y material roughness, giving that radial anisotropic specular
REFLECTION_F0 = 0.08, 0.44      ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 10, 200  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.5, 1               ; specular intensity

[TYRES_FX]
CUSTOM_NORMALS_POS = -0.105, 0.105
[INCLUDE: common/tyre_patterns.ini]
[TyresPattern_StyleRainRace]

[EMISSIVE_BRAKE_0]
NAME = lada_revo_lightbrake_r.gmt , lada_revo_lightbrake_l.gmt  ; name (one or more) of a mesh to glow
COLOR = 10, 0, 0          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights