[MODEL_REPLACEMENT_...]
FILE=porsche_992_gt3r.kn5
HIDE=
INSERT=IMSA_PANEL.kn5
INSERT_AFTER=COCKPIT_HR

[LED_PANEL_0]
BOUND_TO=IMSA_PANEL_L, IMSA_PANEL_R

[DATA]
DISABLE_DIGITALPANELSINI = 1

[SHADER_REPLACEMENT_...]
MATERIALS = pleds
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 150, 150, 150

[LED_PANEL_...]
MESHES = IMSA_PANEL_LEFT     ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = panel_font.zip  ; name of a pack with LED masks
DIGIT_0 = 90, 82, 420, 362      ; X, Y, width and height of a first digit
DIGIT_1 = 522, 82, 420, 362     ; X, Y, width and height of a second digit
                                ; you can set as many digits as you need

BASE_COLOR = '#ff0000', 0.8    ; base color (when it’s not flashing)



ROLE_0 = POSITION     ; second role
                      ; you can set as many roles as you need
[DATA]
DISABLE_DIGITALPANELSINI = 1

[SHADER_REPLACEMENT_...]
MATERIALS = pleds2
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 150, 150, 150

[LED_PANEL_...]
MESHES = IMSA_PANEL_RIGHT      ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = panel_font2.zip  ; name of a pack with LED masks
DIGIT_0 = 90, 82, 420, 362      ; X, Y, width and height of a first digit
DIGIT_1 = 558, 83, 375, 362     ; X, Y, width and height of a second digit
                                ; you can set as many digits as you need

BASE_COLOR = '#ff0000', 0.8    ; base color (when it’s not flashing)



ROLE_0 = POSITION     ; second role
                      ; you can set as many roles as you need
