[MODEL_REPLACEMENT_1]
FILE=Acura_ARX-06.kn5
HIDE=
INSERT=imsa.kn5
INSERT_AFTER=WHEEL_RR

[MODEL_REPLACEMENT_2]
FILE=Acura_ARX-06_lod_b.kn5
HIDE=
INSERT=imsa.kn5
INSERT_AFTER=WHEEL_RR

[MODEL_REPLACEMENT_3]
FILE=Acura_ARX-06_lod_c.kn5
HIDE=
INSERT=imsa.kn5
INSERT_AFTER=WHEEL_RR

[MODEL_REPLACEMENT_4]
FILE=Acura_ARX-06_lod_bd.kn5
HIDE=
INSERT=imsa.kn5
INSERT_AFTER=WHEEL_RR

[INCLUDE: common/materials_carpaint.ini]
[Material_CarPaint_Metal]
Materials = EXT_Carpaint_Inst
UseMetallicReflections = 1
FresnelMax = 1
FresnelC = 0.6
FlakesK = 1
ClearCoatThickness = 0.1
ColoredSpecular = 1.0
AmbientSpecular = 0.6
BrightnessAdjustment = 0.85


[DATA]
DISABLE_DIGITALPANELSINI = 1

[SHADER_REPLACEMENT_...]
MATERIALS = numberdigi32, numpan2
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 110, 100, 110

[LED_PANEL_...]
MESHES = _$$3DSimED$$_01, _$$3DSimED$$_      ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = lumirank_font.zip  ; name of a pack with LED masks
DIGIT_0 = 537, 5, 490, 506      ; X, Y, width and height of a first digit
DIGIT_1 = -8, 5, 490, 506     ; X, Y, width and height of a second digit
                                ; you can set as many digits as you need

BASE_COLOR = '#8478FF', 0.25    ; base color (when it’s not flashing)

ROLE_0 = POSITION  ; first role
ROLE_1 = TEXT  
ROLE_1_TEXT = LM  
ROLE_2 = TEXT  
ROLE_2_TEXT = DH     
ROLE_3 = POSITION 
                                    ; you can set as many roles as you need

ROLE_DURATION = 2     ; how much time in seconds each role lasts

