                         
[EMISSIVE_REVERSE_0]
NAME =lights_reverse05  ; name (one or more) of a mesh to glow
COLOR = 25, 25, 25          ; 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

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=taillightl_a_lights_smooth_CH1_custom_re03
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=taillightr_a_lights_smooth_CH1_custom_re03
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=headlightl_a_gls_ML_CH1_Circular_001_FF3803FF03
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=headlightr_a_gls_ML_CH1_Circular_001_FF3803FF03
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=indicators_03
COLOR=30, 63, 30
LAG=0.2
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=indicators_04
COLOR=30, 63, 30
LAG=0.2
SIMULATE_HEATING=0.0
LOCATION=NONE

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=lic_plate_rear
OFFSET=0.00, 0.025, -0.0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.25
SPOT=120
SPOT_SHARPNESS=0.5
COLOR=4,4,4,0.65
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

