 ; "melbourne_2019.ini" light config

[ABOUT]
AUTHOR = leBluem, Grass FX, some lights and tweaks added by Sliderman
VERSION = 1.25
LIGHTS_COUNT = 156
DATE_RELEASE = 2020 apr 6
NOTES = v1.0 by Kavoriken, it was not a config ;)

[BASIC]
SUPPORTS_WIND=1

[WIND]
DYNAMIC_FLAGS = AUTO

[BOUNCED_LIGHT]
SUPPORTED=1

[LIGHTING]
LIT_MULT=1.0
SPECULAR_MULT=1.0
CAR_LIGHTS_LIT_MULT=1.0
TRACK_AMBIENT_GROUND_MULT=1.0

[MODEL_REPLACEMENT_0]
FILE = melbourne_2019.kn5
HIDE = objscenery06_sub0, 19grass
INSERT = melbourne_2019__lights.kn5
INSERT_AFTER = objscenery68

[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_base.ini, common/materials_track.ini, common/grass_fx.ini

[CONDITION_0]
NAME = SLIGHT_FLICKER
INPUT = ONE
FLASHING_FREQUENCY = 0.25
FLASHING_SMOOTHNESS = 1
FLASHING_SKIP_OFF_STATE = 1
FLASHING_NOISE_AMPLITUDE = 0.3
FLASHING_MIN_VALUE = 0.5
FLASHING_SYNCED = 0
FLASHING_LUT = (|0=0.5|0.5=1|1.0=0.5|)

[CONDITION_1]
NAME = MYRACING_FLAG
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|)
FLASHING_FREQUENCY = 0.2
FLASHING_SMOOTHNESS = 0

[MATERIAL_ADJUSTMENT_0]
ACTIVE = 1
DESCRIPTION = racing flags glow
MATERIALS = lg_marshal_light_b_screen?
KEY_0 = ksEmissive
VALUE_0 = 255,255,255,0.0075
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = MYRACING_FLAG

[LIGHT_SERIES_0]
ACTIVE = 1
DESCRIPTION = racing flags
MATERIALS = lg_marshal_light_b_screen?
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 120
RANGE = 5
FADE_AT = 800
FADE_SMOOTH = 20
SPOT_SHARPNESS = 0.3
RANGE_GRADIENT_OFFSET = 0.2
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 20
COLOR = 255,255,255,0.075
COLOR_OFF = 0
CONDITION = MYRACING_FLAG

[MATERIAL_ADJUSTMENT_1]
ACTIVE = 1
DESCRIPTION = reflective stuff
MATERIALS = decal_lines_white, uvyellow_linem, uvrmbl?, 01_-_default, bah_corner_bollard_a
KEY_0 = ksDiffuse
VALUE_0 = 0.666
VALUE_0_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_2]
ACTIVE = 1
DESCRIPTION = big screens
MATERIALS = screen!?, screen?
KEY_0 = ksEmissive
VALUE_0 = 1

[LIGHT_SERIES_1]
ACTIVE = 1
DESCRIPTION = big screens
MATERIALS = screen!?, screen?
OFFSET = 0,-2.2,0
DIRECTION = 0,-1,0
SPOT = 180
RANGE = 10
FADE_AT = 800
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.5
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 0.6
CLUSTER_THRESHOLD = 20
COLOR = 255,225,180,0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_3]
ACTIVE = 1
DESCRIPTION = floodlits glow
MESHES = aaalit1
KEY_0 = ksEmissive
VALUE_0 = 255,183,76,0.5
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_2]
ACTIVE = 1
DESCRIPTION = floodlits
MESHES = aaalit1
OFFSET = 0,-5,0
DIRECTION = 0,-1,0
SPOT = 175
RANGE = 60
FADE_AT = 800
FADE_SMOOTH = 30
SPOT_SHARPNESS = 0.5
RANGE_GRADIENT_OFFSET = 0.45
DIFFUSE_CONCENTRATION = 0.5
CLUSTER_THRESHOLD = 20
COLOR = 255,183,76,0.05
COLOR_OFF = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_4]
ACTIVE = 1
DESCRIPTION = Tracklights glow
MESHES = aaalit2
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.8
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_3]
ACTIVE = 1
DESCRIPTION = Tracklights
MESHES = aaalit2
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 30
FADE_AT = 8000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.75
CLUSTER_THRESHOLD = 20
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_4]
ACTIVE = 1
DESCRIPTION = bridges
MATERIALS = mel_footbridge_f
OFFSET = 0,7,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 18
FADE_AT = 800
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.4
CLUSTER_THRESHOLD = 20
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_5]
ACTIVE = 1
DESCRIPTION = bridges 2
MESHES = objScenery38
OFFSET = 0,-2,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 15
FADE_AT = 800
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.4
CLUSTER_THRESHOLD = 20
COLOR = 255,250,250,0.05
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_6]
ACTIVE = 1
DESCRIPTION = tents
MATERIALS = mel_grandstand_canvas_gazebo_a
OFFSET = 0,6,0
DIRECTION = 0,-1,0
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 15
FADE_AT = 550
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.5
CLUSTER_THRESHOLD = 10
COLOR = 155, 255, 150, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_5]
ACTIVE = 1
DESCRIPTION = windows
MESHES = mel_pit_building_b_03, mel_pit_building_a_02!3, mel_pit_building_a_02!0
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.8
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_6]
ACTIVE = 1
DESCRIPTION = windows
MATERIALS = mel_pavilion_building_a_02
KEY_0 = ksEmissive
VALUE_0 = 255,250,150,0.03
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_7]
ACTIVE = 1
DESCRIPTION = windows
MESHES = mel_pit_building_b_03, mel_pit_building_a_02!3, mel_pit_building_a_02!0
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 30
FADE_AT = 750
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 20
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_7]
ACTIVE = 1
DESCRIPTION = aaadetails
MESHES = aaadetails
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.8
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_8]
ACTIVE = 1
DESCRIPTION = aaadetails
MESHES = aaadetails
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 30
FADE_AT = 700
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 10
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_8]
ACTIVE = 1
DESCRIPTION = aaalanterns
MESHES = aaalanterns
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.8
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_9]
ACTIVE = 1
DESCRIPTION = aaalanterns
MESHES = aaalanterns
OFFSET = 0,0,0
DIRECTION = NORMAL
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 30
FADE_AT = 800
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 20
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_9]
ACTIVE = 1
DESCRIPTION = aaaminidetail
MESHES = aaaminidetail
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.5
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_10]
ACTIVE = 1
DESCRIPTION = aaaminidetail
MESHES = aaaminidetail2
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.5
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_10]
ACTIVE = 1
DESCRIPTION = aaaminidetail
MESHES = aaaminidetail2
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 800
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 10
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_11]
ACTIVE = 1
DESCRIPTION = aaastadiumflood
MESHES = aaastadiumflood
KEY_0 = ksEmissive
VALUE_0 = 255,160,50,0.8
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_11]
ACTIVE = 1
DESCRIPTION = aaastadiumflood
MESHES = aaastadiumflood
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 150
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 30
FADE_AT = 800
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 20
COLOR = 255, 160, 50, 0.035
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_12]
ACTIVE = 1
DESCRIPTION = pits
MESHES = 01PITLANE, 06PITLANE
OFFSET = 0,13,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 800
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 15
COLOR = 255, 200, 120, 0.05
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_12]
ACTIVE = 1
DESCRIPTION = ads
MATERIALS = mel_spon_lrg_a_02, rolex board
KEY_0 = ksEmissive
VALUE_0 = 255,250,250,0.001
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_13]
ACTIVE = 1
DESCRIPTION = far buildings
MATERIALS = mel_building_zonea_?
KEY_0 = ksEmissive
VALUE_0 = 255,205,135,0.0025
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = SLIGHT_FLICKER

[MATERIAL_ADJUSTMENT_14]
ACTIVE = 1
DESCRIPTION = far buildings
MATERIALS = mel_building_zoneb_?
KEY_0 = ksEmissive
VALUE_0 = 255,205,105,0.002
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = SLIGHT_FLICKER

[MATERIAL_ADJUSTMENT_15]
ACTIVE = 1
DESCRIPTION = far buildings
MATERIALS = mel_building_zonec_?
KEY_0 = ksEmissive
VALUE_0 = 255,185,125,0.003
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = SLIGHT_FLICKER

[MATERIAL_ADJUSTMENT_16]
ACTIVE = 1
DESCRIPTION = far buildings
MATERIALS = mel_building_zoned_?
KEY_0 = ksEmissive
VALUE_0 = 255,185,125,0.003
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = SLIGHT_FLICKER

[MATERIAL_ADJUSTMENT_17]
ACTIVE = 1
DESCRIPTION = WATER
MATERIALS = water_new
KEY_0 = ksDiffuse
VALUE_0 = 0.3
KEY_1 = ksAmbient
VALUE_1 = 0.1
KEY_2 = ksEmissive
VALUE_2 = 5,220,221,0.001
KEY_3 = ksSpecular
VALUE_3 = 10
KEY_4 = ksSpecularEXP
VALUE_4 = 1000
KEY_5 = fresnelMaxLevel
VALUE_5 = 0.4
CONDITION = ALWAYS_ON

[LIGHT_SERIES_13]
ACTIVE = 1
DESCRIPTION = grand stands
MESHES = objGrandstand04_SUB1
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 15
COLOR = 255, 200, 120, 0.05
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_14]
ACTIVE = 1
DESCRIPTION = grand stands 2
MESHES = objGrandstand05_SUB1, objGrandstand18_SUB1
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 15
COLOR = 255, 200, 120, 0.05
CONDITION = NIGHT_SMOOTH
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_15]
ACTIVE = 1
DESCRIPTION = grand stands 2
MESHES = Vetri_BOX
OFFSET = 0,0,-2
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 40
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 15
COLOR = 185,225,255, 0.05
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_18]
ACTIVE = 1
DESCRIPTION = racing flags glow
MESHES = Vetri_BOX
KEY_0 = ksEmissive
VALUE_0 = 185,225,255,0.0075
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_16]
ACTIVE = 1
DESCRIPTION = grand stands 2
MATERIALS = mel_pit_building_b_03
OFFSET = 0,0,-2
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 40
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 15
COLOR = 255,225,255, 0.05
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_19]
ACTIVE = 1
DESCRIPTION = racing flags glow
MATERIALS = mel_pit_building_b_03
KEY_0 = ksEmissive
VALUE_0 = 255,225,255,0.0075
VALUE_0_OFF = ORIGINAL
KEY_1 = ksDiffuse
VALUE_1 = 0
VALUE_1_OFF = ORIGINAL
CONDITION = NIGHT_SMOOTH
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MATERIAL_ADJUSTMENT_20]
ACTIVE = 1
DESCRIPTION = grass
MATERIALS = mel_infield?, Prato_base
KEY_0 = ksDiffuse
VALUE_0 = 0.3
KEY_1 = ksAmbient
VALUE_1 = 0.2
BLEND_MODE = nothing

[MATERIAL_ADJUSTMENT_21]
ACTIVE = 1
DESCRIPTION = track + country flags
MATERIALS = pole_flag_b_?
KEY_0 = frequency
VALUE_0 = 0.25
KEY_1 = distortion
VALUE_1 = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = big screens brighter
MATERIALS = Schermo?, PAT_dislay?, PAT_display_melb
KEY_0 = ksAmbient
VALUE_0 = 0.65
KEY_1 = ksDiffuse
VALUE_1 = 0.025

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = number signs
MATERIALS = Indicatori, Indicatori_Fly, Indicatori_Rolex, Indicatori_pZero, 
KEY_0 = ksAmbient
VALUE_0 = 0.375
KEY_1 = ksDiffuse
VALUE_1 = 0.275
KEY_2 = ksSpecular
VALUE_2 = 0.125
KEY_3 = ksSpecularEXP
VALUE_3 = 10.0
KEY_4 = ksEmissive
VALUE_4 = 225,225,195,0.00025


[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = tarmac patches brighter
MATERIALS = Toppa_asp
KEY_0 = ksAmbient
VALUE_0 = 0.775
KEY_1 = ksDiffuse
VALUE_1 = 0.575

[SHADER_REPLACEMENT_1]
ACTIVE = 1
DESCRIPTION = ksPerPixelAT to ksPerPixel
MATERIALS = decal_lines_white
SHADER = ksPerPixel

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[GRASS_FX]
; mention all the materials you wanna use
; a separate MATERIALS= is later in GRASS_FX_ADJUSTMENT_...
GRASS_MATERIALS = mel_infield?, Prato_base, ?erba?, Erba?, mel_grs_dry_wsm?, ?ground?
; this is for hiding original grass, only hide one material here
OCCLUDING_MATERIALS_ALPHA = ROAD?, pits?, uvyellow_line, Prato_rolexP, Prato_Heinek, Color_ed, Cherb, Sand, Sponsor_prato_3, offtrack_pir_ce, ?orange_paint?

; leave it empty! and in!
OCCLUDING_MATERIALS=

MASK_MAIN_THRESHOLD = -0.25
MASK_RED_THRESHOLD = -1
MASK_MIN_LUMINANCE = -1 ; 0...255

; load texture
TEXTURE = grass_fx/highlands_darker.dds  ; located next to config file; if not found there, patch would look in its textures folder
TEXTURE_GRID = 8, 3  ; columns and rows


; hold on, not done yet, lets
; define a grass group0 and some pieces from texture
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1 ; first piece starts with cell at (1; 1), coordinates skip first row, so it would be that piece with a single yellow flower
PIECE_0_SIZE_MULT = 1,1.25
PIECE_0_CHANCE = 0.2
PIECE_1 = 2, 1 ; second piece, takes a single cell as well
PIECE_1_SIZE_MULT = 1,1.2
PIECE_1_CHANCE = 0.5
PIECE_2 = 1, 2, 2, 1 ; third piece, with yellow and white flower, taking 2×1 slots
PIECE_2_CHANCE = 0.75 ; would appear 10 times less often then first two pieces
PIECE_3 = 2, 6 ; two more only green pieces
PIECE_3_SIZE_MULT = 0.4,1
PIECE_4 = 2, 8
PIECE_4_SIZE_MULT = 0.3,1

; define some bigger pieces in group1
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_5 = 3, 1, 1, 2 ; piece taking 1×2 slots, the one with purple flowers
PIECE_5_CHANCE = 0.1
PIECE_5_SIZE_MULT = 0.75, 1.1 ; default size multiplier is based on size in cells, overriding
PIECE_6 = 4, 1, 2, 2 ; piece taking 2×2 slots, the one with long gras
PIECE_6_CHANCE = 0.25
PIECE_6_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 = 0.75, 1.5 ; uncut, after-cut size
SHAPE_TIDY = 0.5
SHAPE_CUT = 0.5
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.075  ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 0.25

; finally apply MAP A to nearby track grass
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = mel_infield?, Prato_base, ?erba?, mel_grs_dry_wsm?, ?ground?
MAP = A,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MAP B, cut rarely, again using both groups, scaled a bit
[GRASS_FX_CONFIGURATION_B]
TRIM_PERIOD = 365
SHAPE_SIZE = 2, 3.5
TEXTURE_BASE_CHANCE = 1       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 1.50
TEXTURE_GROUP_1_CHANCE = 0.75

; finally apply MAP B to far away grass
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = Erba_rada, 
MAP = B
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Material_Water]
Materials = water_new
Type = LAKE
UseNormalMapTwice = 0
UseAlphaFromDiffuse = 1
UseRecommendedTextures = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
MESHES = big_screen_?_sub0_stFlow?, pat_melb_big, dislay_pirelli
DESCRIPTION = screens glow
KEY_0 = ksEmissive
VALUE_0 = 255,205,155,0.005
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
MESHES = big_screen_?_sub0_stFlow?, pat_melb_big, dislay_pirelli
DESCRIPTION = screens lights
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 5
COLOR = 185,225,255, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = screens glow
VISIBILITY_LEVEL = 0
MESHES = objbuilding86_sub1, objbuilding100
KEY_0 = ksEmissive
VALUE_0 = 255,205,155,0.0025
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
DESCRIPTION = screens lights
VISIBILITY_LEVEL = 0
MESHES = objbuilding86_sub1, objbuilding100
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 5
COLOR = 195,225,255, 0.0725
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE = 1
VISIBILITY_LEVEL = 0
MESHES = big_screen_?_sub0_stFlow?, pat_melb_big, dislay_pirelli
DESCRIPTION = screens lights
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 5
COLOR = 185,225,255, 0.035
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = screens glow
VISIBILITY_LEVEL = 0
MESHES = objbuilding86_sub1, objbuilding100
KEY_0 = ksEmissive
VALUE_0 = 255,205,155,0.0025
VALUE_0_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE = 1
DESCRIPTION = screens lights
VISIBILITY_LEVEL = 0
MESHES = objbuilding86_sub1, objbuilding100
OFFSET = 0,0,0
DIRECTION = 0,-1,0
SPOT = 180
SPOT_SHARPNESS = 0.4
RANGE_GRADIENT_OFFSET = 0.4
RANGE = 20
FADE_AT = 1000
FADE_SMOOTH = 30
DIFFUSE_CONCENTRATION = 0.9
CLUSTER_THRESHOLD = 5
COLOR = 195,225,255, 0.0725
CONDITION = NIGHT_SMOOTH

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
apex spots

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Jones
POSITION=230, 5.5, 745
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 30
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = -0.5,0,1
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Sports Centre
POSITION=-360, 5.5, 194.0
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 30
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = -12,0,0
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Hellas
POSITION=-712, 5, -390
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = -1,0,-0.25
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Whiteford
POSITION=-618, 5, -455
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 1.95,0,1.75
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Marina
POSITION=-585, 5, -650
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = -1.75,0,-1.0
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Clark
POSITION=-240, 5, -864
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 50
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 0.0,0,-1.0
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Waite
POSITION=115, 7, -425
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 40
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 1.0,0,1.0
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Ascari
POSITION=270, 7, 225
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 40
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = -0.25,0,1.0
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Stewart
POSITION=385, 7, 245
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 40
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 0.25,0,-1.0
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Senna
POSITION=715, 7, 772
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 40
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 0.80,0,0.25
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
ACTIVE = 1
DESCRIPTION = light spots on apex - Prost
POSITION=340, 7, 690
COLOR = 255, 220, 75, 0.0125
SPOT = 120
RANGE = 40
FADE_AT = 500
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 0.05,0,-0.125
RANGE_GRADIENT_OFFSET = 0.5
DIFFUSE_CONCENTRATION = 1
CONDITION = NIGHT_SMOOTH







