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ks_highlands.ini
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ks_highlands.ini
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[ABOUT]
AUTHOR = NoThrottleControl aka nptc364
VERSION = "A' Ghidhealtachd"
DATE_RELEASE = 22-7-21
LIGHTS_COUNT = There can be only one
NOTES = x4fab config used as base
[SOL]
HORIZON_OFFSET=0.0
DOME_SIZE=24000
SUN_DAWN=1
SUN_DUSK=1
FOG_LEVEL=0.90
FOG_BLEND=1.15
FOG_DISTANCE=0.9
SMOG_MORNING=0.05
SMOG_NOON=0.1
SMOG_EVENING=0.15
EXPOSURE_FIX=1
[SOL2]
HUMIDITY_OFFSET = 0.6
[LIGHTING]
SPECULAR_MULT = 1
LIT_MULT = 1
[BASIC]
USE_WINTER_DIRT_COLOR = 1
[DISTANT_GLOW]
THRESHOLD = 25
SHARED_THRESHOLD = 25
[INCLUDE]
INCLUDE = common/materials_track.ini
[MODEL_REPLACEMENT_0]
FILE = ?.kn5
HIDE = Box005, Box179, Box195, Box177, Object76470, Object76469, House_001_?, House002_?, House_002_?, House_modern_?, house_2015_?, House006_?, House008_?, House004_?, House005_?, House007_?, PUB_?, hotel_?, mansion_?, gazebos_?, Box137, Mesh002, Mesh005, Mesh013, Mesh016, Mesh017, Mesh019, Mesh047, Mesh048, Wharehouse_?, Object439, Mesh040, RailClone?, Object76449, cars_?
INSERT = ks_highlands__buildings.kn5
INSERT_AFTER = bush_HI_1
[LIGHT_POLLUTION]
RELATIVE_POSITION = 0.76, 0, 0.78
DENSITY = 0.2
RADIUS_KM = 0.7
COLOR = 1.0, 0.55, 0.16
ACTIVE = 1
[WIND]
DYNAMIC_FLAGS = AUTO
IGNORE=shadow3, shadow1
[SHADER_REPLACEMENT_0]
TAGS = NEW_WATER
MATERIALS = lake
SHADER = smWaterSurface
RESOURCE_0 = txDetailNM
RESOURCE_TEXTURE_0 = water_NM.dds
[SHADER_REPLACEMENT_1]
TAG = LOW_SUN
MATERIALS = grass_ext
CAST_SHADOWS = TERRAIN
DOUBLE_FACE_SHADOW_BIASED = 1
[SHADER_REPLACEMENT_2]
MATERIALS = lake
IS_TRANSPARENT = 0
[SHADER_REPLACEMENT_3]
MATERIALS = grass_BB1, grass_BB2
SHADER = ksGrass
RESOURCE_0 = txVariation
RESOURCE_TEXTURE_0 = variance.dds
[SHADER_REPLACEMENT_4]
MESHES = Object76496
LOD_IN = 0
LOD_OUT = 0
[SHADER_REPLACEMENT_5]
MATERIALS = house_007
DOUBLE_FACE_SHADOW_BIASED = 1
[SHADER_REPLACEMENT_...]
MATERIALS = House_02, soft-barrier, misc, back_panels, sponsors, Vehicles, costone, house?, Gazebo_Tent, ruins parts, gstand-alpha, grail_2, road_signs, pole_light, props
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
[CONDITION_4]
INPUT = wfx_WET
NAME = WET
LUT = (|-1=0|0=0|1=1|)
[CONDITION_31]
NAME = CROWD_FLICKERING
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0
FLASHING_FREQUENCY = 0.1
FLASHING_SMOOTHNESS = 1000000
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 1
FLASHING_NOISE_BOUND = 10
FLASHING_NOISE_SPEED = 1
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_SKIP_DOWNHILL_STATE = 1
BOUND_TO_SPECTATORS = 0
[CONDITION_32]
NAME = WINONOFFGLOW
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
FLASHING_FREQUENCY = 0.01
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_NOISE_BOUND = 0
FLASHING_NOISE_SPEED = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 0
[CONDITION_41]
NAME = SHARP_SUN_A
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0
[CONDITION_42]
NAME = SMOOTH_SUN_A
INPUT = SUN
LUT = (|0=0|85=0|85=1|180=1)
LAG = 0.97
[CONDITION_43]
NAME = SHARP_SUN_B
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0
[CONDITION_44]
NAME = SMOOTH_SUN_B
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0.97
[CONDITION_86]
NAME = HAZARDS
INPUT = SUN
LUT = (|0=0|98=0|98=1|180=1)
FLASHING_FREQUENCY = 0.5
FLASHING_SMOOTHNESS = 1
FLASHING_SKIP_OFF_STATE = 1
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1
[CONDITION_94]
NAME = SEASON_AUTUMN_2
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0.05|0.2=0|0.45=0|0.6=0.25|0.7=0|0.75=0|0.8=0.05|1=0.05|)
LAG = 0
[CONDITION_95]
NAME = SEASON_SUMMER_2
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.1=0|0.2=1|0.35=0|0.45=0|0.6=0.6|0.7=0|0.71=0|0.8=1|0.9=0|1=0|)
LAG = 0
[CONDITION_96]
NAME = SEASON_MUD
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=-0.5|0.05=-0.5|0.075=-2.5|0.15=-1.5|0.2=0.85|0.35=0|0.7=0|0.8=0.85|0.9=-0.5|1=-0.5|)
LAG = 0
[CONDITION_97]
NAME = SEASON_SUMMER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.1=0|0.2=1|0.35=0|0.45=0|0.6=0.6|0.7=0|0.71=0|0.8=1|0.9=0|1=0|)
LAG = 0
[CONDITION_98]
NAME = SEASON_WINTER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0.3|0.05=0.3|0.075=2|0.15=0.75|0.2=0|0.45=0|0.6=0.05|0.7=0|0.85=0|0.95=0.25|1=0.3|)
LAG = 0
[CONDITION_99]
NAME = SEASON_AUTUMN
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0.75|0.2=0|0.45=0|0.6=0.175|0.7=0|0.73=0|0.8=0.75|1=0.75|)
LAG = 0
[LIGHT_SERIES_0]
CONDITION = SMOOTH_SUN_B
MESHES = light_pole_HI__SUB1, light_pole_HI_00?_SUB1
OFFSET = 0,0,0
CLUSTER_THRESHOLD = 5
COLOR = 255, 140, 40, 0.05
SPOT = 145
SPECULAR_MULT = 0.15
RANGE = 35
RANGE_GRADIENT_OFFSET = 0.01
FADE_AT = 1500
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.75
DIRECTION = 0,-1,0
AABB_RANGE = AI_SPLINE
DIFFUSE_CONCENTRATION = 0.92
SINGLE_FREQUENCY = 0.8
ACTIVE = 1
DESCRIPTION = street lights
VOLUMETRIC_LIGHT=1
SHADOWS_EXP_FACTOR = 10
SHADOWS_BOOST = 5
SHADOWS_CLIP_PLANE = 0.01
SHADOWS_OFFSET = 0, -0.005, 0
[LIGHT_SERIES_1]
MATERIALS = Gazebo_Tent
OFFSET = 0,-2.5,0
CLUSTER_THRESHOLD = 15
COLOR = 212, 235, 255, 0.055
SPOT = 180
SPECULAR_MULT = 0.15
RANGE = 5
FADE_AT = 400
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.9
DIRECTION = 0,1,0
RANGE_GRADIENT_OFFSET = 0.1
DIFFUSE_CONCENTRATION = 0.4
ACTIVE = 1
DESCRIPTION = tent lights
VISIBILITY_LEVEL = 2
SINGLE_FREQUENCY = 0.25
CONDITION = SHARP_SUN_A
[LIGHT_SERIES_2]
MESHES = Comm_box_?
OFFSET = 0,1.6,0
CLUSTER_THRESHOLD = 10
COLOR = 255, 86, 25, 0.06
SPOT = 240
SPECULAR_MULT = 0.15
RANGE = 4
FADE_AT = 600
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.55
DIRECTION = 0,1,0
RANGE_GRADIENT_OFFSET = 0.25
DIFFUSE_CONCENTRATION = 1.0
DESCRIPTION = marshall huts
ACTIVE = 1
VISIBILITY_LEVEL = 1
SINGLE_FREQUENCY = 0.4
CONDITION = SHARP_SUN_A
[LIGHT_SERIES_3]
MESHES = CF_?
CLUSTER_THRESHOLD = 8
COLOR = 255, 255, 255, 1
SPOT = 180
RANGE = 5
FADE_AT = 350
FADE_SMOOTH = 100
SPOT_SHARPNESS = 0.5
DIRECTION = 0,1,0
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.25
ACTIVE = 1
DESCRIPTION = crowd camera flashing lights
OFFSET = 0,0.5,0
VISIBILITY_LEVEL = 2
CONDITION = CROWD_FLICKERING
[LIGHT_SERIES_4]
CONDITION = SMOOTH_SUN_B
MESHES = zzzblights1, zzzplights6
OFFSET = 0,0,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 192, 128, 0.04
SPOT = 145
SPECULAR_MULT = 0.15
RANGE = 15
RANGE_GRADIENT_OFFSET = 0.01
FADE_AT = 400
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.75
DIRECTION = 0,-1,0
AABB_RANGE = AI_SPLINE
DIFFUSE_CONCENTRATION = 0.95
SINGLE_FREQUENCY = 0.4
ACTIVE = 1
DESCRIPTION = house lights 1
VISIBILITY_LEVEL = 1
VOLUMETRIC_LIGHT=1
SHADOWS = 1
SHADOWS_SPOT = 145
SHADOWS_DIR = 0, -1, 0
SHADOWS_HALF_RESOLUTION = 1
SHADOWS_STATIC = 1
SHADOWS_EXP_FACTOR = 2
SHADOWS_BOOST = 4
SHADOWS_CLIP_PLANE = 0.05
[LIGHT_SERIES_5]
MESHES = zzzblights2, zzzplights4, zzzplights5
OFFSET = 0,0.1,0
COLOR = 255, 172, 50, 0.04
SPOT = 240
SPECULAR_MULT = 0.15
RANGE = 10
FADE_AT = 400
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.85
DIRECTION = 0,-1,0
AABB_RANGE = AI_SPLINE
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.92
ACTIVE = 1
DESCRIPTION = house lanterns
VISIBILITY_LEVEL = 1
CLUSTER_THRESHOLD = 1
SINGLE_FREQUENCY = 0.1
CONDITION = SHARP_SUN_B
SHADOWS = 1
SHADOWS_SPOT = 140
SHADOWS_DIR = 0, -1, 0
SHADOWS_HALF_RESOLUTION = 1
SHADOWS_STATIC = 1
SHADOWS_BOOST = 4
SHADOWS_EXP_FACTOR = 2
[LIGHT_SERIES_6]
MESHES = zzzlights3
OFFSET = 0,0,0
COLOR = 255, 192, 128, 0.04
SPOT = 220
SPECULAR_MULT = 0.15
RANGE = 12
FADE_AT = 400
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.85
DIRECTION = NORMAL
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.95
ACTIVE = 1
DESCRIPTION = house lights 2
VISIBILITY_LEVEL = 1
CLUSTER_THRESHOLD = 1
SINGLE_FREQUENCY = 0.4
CONDITION = SHARP_SUN_B
VOLUMETRIC_LIGHT=1
SHADOWS = 1
SHADOWS_SPOT = 150
SHADOWS_RANGE = 12
SHADOWS_EXP_FACTOR = 6
SHADOWS_BOOST = 4
SHADOWS_CLIP_PLANE = 0.05
[LIGHT_SERIES_7]
MESHES = zzzlights7
OFFSET = 0,0,0
COLOR = 255, 192, 128, 0.055
SPOT = 150
RANGE = 30
FADE_AT = 550
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.85
DIRECTION = NORMAL
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.92
ACTIVE = 1
DESCRIPTION = flood lights
VISIBILITY_LEVEL = 0
CLUSTER_THRESHOLD = 3
SINGLE_FREQUENCY = 0.5
SPECULAR_MULT = 0.15
CONDITION = SMOOTH_SUN_B
VOLUMETRIC_LIGHT=1
SHADOWS_SPOT = 150
SHADOWS_RANGE = 30
SHADOWS_EXP_FACTOR = 8
SHADOWS_BOOST = 4
SHADOWS_CLIP_PLANE = 0.05
[LIGHT_SERIES_8]
MESHES = zzzlights10
OFFSET = 0,0,0
COLOR = 255, 192, 128, 0.03
SPOT = 140
RANGE = 5
FADE_AT = 350
FADE_SMOOTH = 50
SPOT_SHARPNESS = 0.75
DIRECTION = NORMAL
RANGE_GRADIENT_OFFSET = 0.01
DIFFUSE_CONCENTRATION = 0.92
ACTIVE = 1
DESCRIPTION = Hotel lights
VISIBILITY_LEVEL = 1
CLUSTER_THRESHOLD = 1
SINGLE_FREQUENCY = 0.4
SPECULAR_MULT = 0.15
CONDITION = SMOOTH_SUN_B
VOLUMETRIC_LIGHT=1
[MATERIAL_ADJUSTMENT_0]
CONDITION = SMOOTH_SUN_B
MATERIALS = pole_light_int
KEY_0 = ksEmissive
VALUE_0 = 255, 140, 40, 0.5
OFF_VALUE_0 = 0, 0, 0
KEY_2 = ksAlphaRef
VALUE_2 = -193
OFF_VALUE_2 = -193
ACTIVE = 1
DESCRIPTION = street lights
[MATERIAL_ADJUSTMENT_1]
; This filter makes sure ksEmissive will be set only if meshes were replaced by meshes with ksPerPixelMultiMap_emissive shader, so buildings won’t
; just glow on their own
MATERIALS = '{ ( 01 - Default, hotel, house_001, house_004, house_006_3, house_007, House_02, house_05, house_06, house_pub, house008, house008bnvf, house2, houses_far, wall-wood, Warehouse_Office, Vehicles ) & shader:ksPerPixelMultiMap_emissive }'
CONDITION = WINONOFFGLOW
KEY_0 = ksEmissive
VALUE_0 = 255, 172, 50, 0.0085
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = House windows glow onoff
[MATERIAL_ADJUSTMENT_2]
; This filter makes sure ksEmissive will be set only if meshes were replaced by meshes with ksPerPixelMultiMap_emissive shader, so buildings won’t
; just glow on their own
MATERIALS = '{ ( buildings_ext2, Gazebo_Tent ) & shader:ksPerPixelMultiMap_emissive }'
CONDITION = SHARP_SUN_A
KEY_0 = ksEmissive
VALUE_0 = 255, 172, 50, 0.0075
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = House windows glow
[MATERIAL_ADJUSTMENT_2a]
MATERIALS = '{ buildings_ext2 & shader:ksPerPixelMultiMap_emissive }'
KEY_0 = ksDiffuse
VALUE_0 = 0.07
VALUE_0_OFF = 0.07
ACTIVE = 1
DESCRIPTION = Tall buildings diffuse tweak
[MATERIAL_ADJUSTMENT_3]
MESHES = zzzwlights8
CONDITION = SHARP_SUN_A
KEY_0 = ksEmissive
VALUE_0 = 255, 172, 50, 0.0075
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = Hotel windows glow 1
[MATERIAL_ADJUSTMENT_4]
MESHES = zzzwlights9
CONDITION = WINONOFFGLOW
KEY_0 = ksEmissive
VALUE_0 = 255, 172, 50, 0.0075
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = Hotel windows glow 2
[MATERIAL_ADJUSTMENT_5]
MESHES = zzzblights1, zzzlights3, zzzplights6, zzzlights7, zzzlights10
CONDITION = SMOOTH_SUN_B
KEY_0 = ksEmissive
VALUE_0 = 255, 192, 128, 0.3
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = House lights
[MATERIAL_ADJUSTMENT_6]
MESHES = zzzblights2, zzzplights4, zzzplights5
CONDITION = SMOOTH_SUN_B
KEY_0 = ksEmissive
VALUE_0 = 255, 172, 50, 0.2
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = House lanterns
[MATERIAL_ADJUSTMENT_7]
MATERIALS = city, grass_ext, grass_near, grass_ext_mount
KEY_0 = ksAlphaRef
VALUE_0 = -193
OFF_VALUE_0 = -193
ACTIVE = 1
DESCRIPTION = tiling fix
[MATERIAL_ADJUSTMENT_8]
MATERIALS = mount_quinta
BLEND_MODE = ALPHA_TEST
ACTIVE = 1
[MATERIAL_ADJUSTMENT_9]
MATERIALS = grass_ext_mount, grass_ext, grass_near, bord, city, gravel
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 1.25
OFF_VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = winter non specular 1
[MATERIAL_ADJUSTMENT_10]
MATERIALS = mount_quinta, TREES, TREES_NEW, hedges_D, bushes, bushes2, rock_road, castle_cub, ruins tower 9p, ruins parts, ruin_tower1, ruins four, rockwall, costone, st6, st12
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 1.2
OFF_VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = winter non specular 2
[MATERIAL_ADJUSTMENT_11]
MATERIALS = pines
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 1.8
OFF_VALUE_0 = 0
KEY_1 = ksDiffuse
VALUE_1 = 0.225
OFF_VALUE_1 = 0.225
KEY_2 = ksAmbient
VALUE_2 = 0.25
OFF_VALUE_2 = 0.25
ACTIVE = 1
DESCRIPTION = winter non specular strong
[MATERIAL_ADJUSTMENT_12]
MATERIALS = grass_BB1, grass_BB2
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 1
OFF_VALUE_0 = 0
KEY_1 = boh
VALUE_1 = 2
OFF_VALUE_1 = 0
ACTIVE = 1
DESCRIPTION = winter 3d grass
[MATERIAL_ADJUSTMENT_13]
MATERIALS = pines
CONDITION = SEASON_AUTUMN_2
KEY_0 = seasonAutumn
VALUE_0 = 0.5
OFF_VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = autumn trees 0
[MATERIAL_ADJUSTMENT_14]
MATERIALS = TREES, TREES_NEW
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 0.65
OFF_VALUE_0 = 0
KEY_1 = ksDiffuse
VALUE_1 = 0.2
OFF_VALUE_1 = 0.225
KEY_2 = ksAmbient
VALUE_2 = 0.25
OFF_VALUE_2 = 0.25
ACTIVE = 1
DESCRIPTION = autumn trees 1
[MATERIAL_ADJUSTMENT_15]
MATERIALS = mount_quinta
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 0.75
OFF_VALUE_0 = 0
KEY_1 = ksDiffuse
VALUE_1 = 0.135
OFF_VALUE_1 = 0.15
KEY_2 = ksAmbient
VALUE_2 = 0.15
OFF_VALUE_2 = 0.175
ACTIVE = 1
DESCRIPTION = autumn trees 2
[MATERIAL_ADJUSTMENT_16]
MATERIALS = bushes
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 0.25
OFF_VALUE_0 = 0
KEY_1 = ksDiffuse
VALUE_1 = 0.15
OFF_VALUE_1 = 0.15
KEY_2 = ksAmbient
VALUE_2 = 0.175
OFF_VALUE_2 = 0.2
ACTIVE = 1
DESCRIPTION = autumn trees 3
[MATERIAL_ADJUSTMENT_17]
MATERIALS = bushes2
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 0.25
OFF_VALUE_0 = 0
KEY_1 = ksDiffuse
VALUE_1 = 0.15
OFF_VALUE_1 = 0.18
KEY_2 = ksAmbient
VALUE_2 = 0.175
OFF_VALUE_2 = 0.175
ACTIVE = 1
DESCRIPTION = autumn trees 4
[MATERIAL_ADJUSTMENT_18]
MATERIALS = hedges_D
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 0.35
OFF_VALUE_0 = 0
KEY_1 = ksDiffuse
VALUE_1 = 0.15
OFF_VALUE_1 = 0.15
KEY_2 = ksAmbient
VALUE_2 = 0.15
OFF_VALUE_2 = 0.15
ACTIVE = 1
DESCRIPTION = autumn trees 5
[MATERIAL_ADJUSTMENT_19]
MATERIALS = grass_ext_mount, grass_ext, grass_near, bord, rock_road, city, costone, gravel
CONDITION = SEASON_SUMMER
KEY_0 = seasonAutumn
VALUE_0 = 0.5
OFF_VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = summer dry grass and muddy grass
[MATERIAL_ADJUSTMENT_20]
MATERIALS = grass_BB1, grass_BB2
CONDITION = SEASON_SUMMER_2
KEY_0 = seasonAutumn
VALUE_0 = 0.5
OFF_VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = summer dry grass
[MATERIAL_ADJUSTMENT_21]
MATERIALS = grass_ext, gravel
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.15
OFF_VALUE_0 = 0.175
KEY_1 = ksAmbient
VALUE_1 = 0.16
OFF_VALUE_1 = 0.175
ACTIVE = 1
DESCRIPTION = muddy grass brown look 1
[MATERIAL_ADJUSTMENT_21a]
MATERIALS = bord
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.15
OFF_VALUE_0 = 0.16
KEY_1 = ksAmbient
VALUE_1 = 0.16
OFF_VALUE_1 = 0.175
ACTIVE = 1
DESCRIPTION = muddy grass brown look 1a
[MATERIAL_ADJUSTMENT_22]
MATERIALS = grass_ext_mount
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.13
OFF_VALUE_0 = 0.175
KEY_1 = ksAmbient
VALUE_1 = 0.16
OFF_VALUE_1 = 0.175
ACTIVE = 1
DESCRIPTION = muddy grass brown look 2
[MATERIAL_ADJUSTMENT_23]
MATERIALS = rock_road
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.135
OFF_VALUE_0 = 0.145
KEY_1 = ksAmbient
VALUE_1 = 0.14
OFF_VALUE_1 = 0.145
KEY_2 = ksSpecular
VALUE_2 = 0.05
OFF_VALUE_2 = 0.05
KEY_3 = ksSpecularEXP
VALUE_3 = 15
OFF_VALUE_3 = 15
ACTIVE = 1
DESCRIPTION = muddy grass brown look 3
[MATERIAL_ADJUSTMENT_24]
MATERIALS = costone
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.175
OFF_VALUE_0 = 0.185
KEY_1 = ksAmbient
VALUE_1 = 0.185
OFF_VALUE_1 = 0.195
ACTIVE = 1
DESCRIPTION = muddy grass brown look 4
[MATERIAL_ADJUSTMENT_25]
MATERIALS = st6, st12
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.14
OFF_VALUE_0 = 0.15
KEY_1 = ksAmbient
VALUE_1 = 0.155
OFF_VALUE_1 = 0.165
ACTIVE = 1
DESCRIPTION = muddy grass brown look 5
[MATERIAL_ADJUSTMENT_26]
MATERIALS = city
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.15
OFF_VALUE_0 = 0.175
KEY_1 = ksAmbient
VALUE_1 = 0.17
OFF_VALUE_1 = 0.19
ACTIVE = 1
DESCRIPTION = muddy grass brown look 6
[MATERIAL_ADJUSTMENT_27]
MATERIALS = grass_BB1, grass_BB2
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.14
OFF_VALUE_0 = 0.17
KEY_1 = ksAmbient
VALUE_1 = 0.16
OFF_VALUE_1 = 0.175
KEY_2 = ksSpecular
VALUE_2 = 0
OFF_VALUE_2 = 0
ACTIVE = 1
DESCRIPTION = muddy grass brown look 7
[MATERIAL_ADJUSTMENT_28]
MATERIALS = grass_near
CONDITION = SEASON_MUD
KEY_0 = ksDiffuse
VALUE_0 = 0.15
OFF_VALUE_0 = 0.16
KEY_1 = ksAmbient
VALUE_1 = 0.16
OFF_VALUE_1 = 0.175
ACTIVE = 1
DESCRIPTION = muddy grass brown look 8
[MATERIAL_ADJUSTMENT_29]
MATERIALS=lake
KEY_0=ksAlphaRef
VALUE_0=-1
ACTIVE = 1
DESCRIPTION = water lake
[MATERIAL_ADJUSTMENT_30]
MATERIALS=pond
; KEY_0=ksAlphaRef
; VALUE_0=3
KEY_0 = ksEmissive
VALUE_0 = 0
ACTIVE = 1
DESCRIPTION = water pond
[MATERIAL_ADJUSTMENT_31]
MESHES = Forest018
CONDITION = HAZARDS
KEY_0 = ksEmissive
VALUE_0 = 128, 255, 128, 0.01
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = eerie glow
[MATERIAL_ADJUSTMENT_32]
ACTIVE = 1
DESCRIPTION = roads 1
MATERIALS = Road
KEY_1 = ksSpecularEXP
VALUE_1 = 15
KEY_2 = ksDiffuse
VALUE_2 = 0.3
KEY_3 = ksAmbient
VALUE_3 = 0.275
KEY_4 = ksSpecular
VALUE_4 = 1.5
KEY_5 = fresnelC
VALUE_5 = 0.1
KEY_6 = fresnelEXP
VALUE_6 = 5
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.1
[MATERIAL_ADJUSTMENT_33]
ACTIVE = 1
DESCRIPTION = roads 2
MATERIALS = road_dark
KEY_1 = ksSpecularEXP
VALUE_1 = 8
KEY_2 = ksDiffuse
VALUE_2 = 0.3
KEY_3 = ksAmbient
VALUE_3 = 0.275
KEY_4 = ksSpecular
VALUE_4 = 0.4
KEY_5 = fresnelC
VALUE_5 = 0.1
KEY_6 = fresnelEXP
VALUE_6 = 5
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.025
[MATERIAL_ADJUSTMENT_34]
ACTIVE = 1
DESCRIPTION = roads 3
MATERIALS = pave
KEY_1 = ksSpecularEXP
VALUE_1 = 20
KEY_2 = ksDiffuse
VALUE_2 = 0.23
KEY_3 = ksAmbient
VALUE_3 = 0.25
KEY_4 = ksSpecular
VALUE_4 = 0.25
KEY_5 = fresnelC
VALUE_5 = 0.1
KEY_6 = fresnelEXP
VALUE_6 = 7
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.1
KEY_8 = sunSpecular
VALUE_8 = 1.5
KEY_9 = sunSpecularEXP
VALUE_9 = 175
[MATERIAL_ADJUSTMENT_35]
ACTIVE = 1
DESCRIPTION = roads 4
MATERIALS = toppe
KEY_1 = ksSpecularEXP
VALUE_1 = 10
KEY_2 = ksDiffuse
VALUE_2 = 0.25
KEY_3 = ksAmbient
VALUE_3 = 0.325
KEY_4 = ksSpecular
VALUE_4 = 0.1
KEY_5 = fresnelC
VALUE_5 = 0.1
KEY_6 = fresnelEXP
VALUE_6 = 3
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.1
[MATERIAL_ADJUSTMENT_36]
ACTIVE = 1
DESCRIPTION = roads 5
MATERIALS = concrete
KEY_1 = ksSpecularEXP
VALUE_1 = 10
KEY_2 = ksDiffuse
VALUE_2 = 0.2
KEY_3 = ksAmbient
VALUE_3 = 0.275
KEY_4 = ksSpecular
VALUE_4 = 0.75
KEY_5 = fresnelC
VALUE_5 = 0.1
KEY_6 = fresnelEXP
VALUE_6 = 5
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.1
[MATERIAL_ADJUSTMENT_37]
ACTIVE = 1
DESCRIPTION = roads 6
MATERIALS = Road_sidew
KEY_1 = ksSpecularEXP
VALUE_1 = 30
KEY_2 = ksDiffuse
VALUE_2 = 0.3
KEY_3 = ksAmbient
VALUE_3 = 0.275
KEY_4 = ksSpecular
VALUE_4 = 3.5
KEY_5 = fresnelC
VALUE_5 = 0.1
KEY_6 = fresnelEXP
VALUE_6 = 3
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.1
[MATERIAL_ADJUSTMENT_38]
ACTIVE = 1
DESCRIPTION = roads 7
MATERIALS = slow
KEY_1 = ksSpecularEXP
VALUE_1 = 10
KEY_2 = ksDiffuse
VALUE_2 = 0.25
KEY_3 = ksAmbient
VALUE_3 = 0.25
KEY_4 = ksSpecular
VALUE_4 = 0.05
[MATERIAL_ADJUSTMENT_39]
ACTIVE = 0
DESCRIPTION = ground specular
MATERIALS = grass_ext_mount, grass_ext, grass_near, bord, rock_road, city, costone, gravel
KEY_0 = ksSpecular
VALUE_0 = 0.05
[MATERIAL_ADJUSTMENT_40]
MATERIALS = ?ruin?, rockwall
KEY_0 = ksAmbient
VALUE_0 = 0.225
ACTIVE = 1
DESCRIPTION = objects deneonize 1
[LIGHT_0]
DESCRIPTION = city ambient 1
ACTIVE = 1
VISIBILITY_LEVEL = 2
COLOR = 255, 140, 40,0.01
DIFFUSE_CONCENTRATION = 0.01
RANGE_GRADIENT_OFFSET = 0.75
LINE_FROM = 656.38, 5.11, 857.29
LINE_TO = 906.86, 4.34, 961.52
RANGE = 80
FADE_AT = 1000
FADE_SMOOTH = 50
DIRECTION = 0,1,0
SPOT = 220
SPECULAR_MULT = 0.1
SINGLE_FREQUENCY = 0.8
CONDITION = SMOOTH_SUN_B
[LIGHT_1]
DESCRIPTION = city ambient 2
ACTIVE = 1
VISIBILITY_LEVEL = 2
COLOR = 255, 140, 40,0.01
DIFFUSE_CONCENTRATION = 0.01
RANGE_GRADIENT_OFFSET = 0.65
LINE_FROM = 815.08, 5.55, 769.45
LINE_TO = 765.86, 5.37, 597.47
RANGE = 100
FADE_AT = 1000
FADE_SMOOTH = 50
DIRECTION = 0,1,0
SPOT = 220
SPECULAR_MULT = 0.1
SINGLE_FREQUENCY = 0.8
CONDITION = SMOOTH_SUN_B
[LIGHT_2]
DESCRIPTION = city ambient 3
ACTIVE = 1
VISIBILITY_LEVEL = 2
COLOR = 255, 140, 40,0.01
DIFFUSE_CONCENTRATION = 0.01
RANGE_GRADIENT_OFFSET = 0.8
LINE_FROM = 895.5, 5.48, 810.54
LINE_TO = 903.81, 5.72, 737.13
RANGE = 70
FADE_AT = 1000
FADE_SMOOTH = 50
DIRECTION = 0,1,0
SPOT = 220
SPECULAR_MULT = 0.1
SINGLE_FREQUENCY = 0.8
CONDITION = SMOOTH_SUN_B
[LIGHT_2a]
DESCRIPTION = city ambient 3a
ACTIVE = 1
VISIBILITY_LEVEL = 2
COLOR = 255, 140, 40,0.01
DIFFUSE_CONCENTRATION = 0.01
RANGE_GRADIENT_OFFSET = 0.45
LINE_FROM = 959.84, 5.46, 890.95
LINE_TO = 984.11, 5.75, 804.41