####spec.ini
####control various hardcoded and extra graphical settings, like spec and ambience

#turns trails on (1) or off (0), off by default. trails add a motion blur around everything,
#but may reduce your framerate significantly. it works well with the spec, if you can afford the performance cost.
Trails 1

#Windowed mode. if 1, the game will run in windowed mode. if 0, it will run fullscreen. 0 by default.
Windowed 0

########## lighting attributes ##########
#world ambient lighting rgb
AMBR 226
AMBG 226
AMBB 199

#enable or disable specular hilights, 0 for off, and 1 for on
SpecEnable 1

#specular lighting rgba (color of the spec on objects)
LightSpecR 202
LightSpecG 228
LightSpecB 255
LightSpecA 0

#diffuse lighting rgba (level of intensity for diffuse values, no changes necessary really)
LightDiffR 255
LightDiffG 255
LightDiffB 255
LightDiffA 255

#ambient lighting rgba (just for the directional light that we have. use this with the world ambience, if you want super-brightness, or total darkness)
LightAmbienceR 0
LightAmbienceG 0
LightAmbienceB 0
LightAmbienceA 0

#lightdirection (valid numbers are from -1.0 to 1.0). Only alter if you know what your doing!
LightDirX 0.0
LightDirY -1.0
LightDirZ -1.0

########## material attributes ##########
#specular material rgb (how the spec is reflected off the objects white, to whtish-yellow is most realistic, for sunny vice. Liberty would be more of a white, white-blue, urban feel)
MatSpecR 255
MatSpecG 255
MatSpecB 255
MatSpecA 0

#glosslevel (power of the spec reflected. a larger number, produces a smaller more intense, specular finish.
# a smaller number, prodcuces a larger, less intense specular hilight. For hi-poly objects i recommend about 50-60.
#for standard vice cars, and other low-poly objects, i recommend between 25 and 35.
GlossLvl 35.0

########## other stuff used for testing ##########
#turn lighting effects on or off (only affects objects with normals, like players and vehicles).
#used for testing purposes only, but needs to be on by default
Lighting 1

#if you dont know what dithering is, just leave this alone. the effect isn't very noticeable anyway, 
#and its off by default
Dither 0

#Specular Material Source, valid values are D3DMCS_COLOR1, D3DMCS_COLOR2, and D3DMCS_MATERIAL
#D3DMCS_MATERIAL - material color is used as source
#D3DMCS_COLOR1 - diffuse vertex color is used as source
#D3DMCS_COLOR2 - specular vertex color is used as source
SpecMatSrc D3DMCS_COLOR2

#vertex lighting on/off. toy with the settings in conjunction with the directional light, and world ambience parameters
VertexLighting 1

#used for computing lighting. dont touch. the changes arent necessary noticeable ingame anyway.
VecDirNormX 0.5
VecDirNormX 0.0
VecDirNormX -0.5
LightRange 1000
LightFalloff 0 #falloff distance
Attenuation0 1
Attenuation1 0
Attenuation2 0