Tracks Mosport 2021 (CTMP) [Deleted]

Status
Not open for further replies.
Hi,
Might be a wrong thread, but I've been trying to start this mod with CSP 0.1.60 and it crashes 1 sec after crashing. Is there a way to pull up logs for a crash? What could be the reason?
Any help is appreciated, thanks!
Most likely a third party app that is conflicting with the animations. Try removing the extension folder and see if the track loads
 
Most likely a third party app that is conflicting with the animations. Try removing the extension folder and see if the track loads
I've cleared my extension and apps folder and that worked, thanks a lot!
Recently visited this track irl, excited to drive on it in sim, thanks again for the help!
 
Johnr777 updated Mosport 2020 (CTMP) with a new update entry:

2021 specifications + performance improvements

- 2021 specifications - advertisements/logos updated, re-did some of the older billboards as well with better photo references;

- Y trees rotated to follow the track, something I should have done much earlier, fixed a few that poked through walls;

- Asphalt visual mesh back to a more "patchy look" as per 2021 references, and repainted lines;

- Asphalt physical mesh - cleaned up rogue vertices that were causing some cars to launch into the air;

- FPS improvements - approximately 10+ gain...

Read the rest of this update entry...
 
I made a mistake creating the rain configuration for this track...

If you run the CSP preview builds and want to rain work on Mosport, feel free to download this hotfix (just an updated ext_config file) or ignore this if you don't care about the rain feature.

Your browser might warn you about the ini file when downloading... its obviously not harmful.
 

Attachments

  • ext_config.ini
    24.2 KB · Views: 787
Last edited:
Funny that my PC security won't let me download that .ini file.
I can't recall a time when it has ever blocked anything else.


3ac09aef53a5392f6534d77afd5185d9.jpg


Code:
[BASIC]
IGNORE_OTHER_CONFIGS = 1

[SOUNDBANK_...]
BANK=sfx/racetrack.bank
GUIDS=sfx/GUIDs.txt

[CONDITION_...]
NAME = CROWD_VOLUME
INPUT = SPECTATORS
MIN = 0
MAX = 1
LUT = (|0=0|1=1|)

[CONDITION_...]
NAME = GENERATOR_VOLUME
INPUT = SUN
LUT = (|0=0|81=0|81=1|181=1)
LAG = 0

[EVENT_...]
ID=racetrack/garagework
REVERB_RESPONSE = 0
POSITION = -289.123, 1.549, -723.95
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -622.27, -0.603527, -568.844
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME

[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = 207.199, -16.1837, -59.1909
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME

[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -128.292, -32.7634, 646.254
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME

[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -161.973, 10.7944, -775.375
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME

[EVENT_...]
ID = racetrack/crowd
REVERB_RESPONSE = 0
BOUND_TO_SPECTATORS = 1
POSITION = -396.915, 12.4284, -825.444
DIRECTION = 1, 1, 1
VOLUME = 5.0
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.002
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.003
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.004
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.005
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.006
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.007
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.008
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.009
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.010
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.011
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[EVENT_...]
ID = racetrack/generator
REVERB_RESPONSE = 0
RELATIVE_TO = generator_main_dummy.012
POSITION = 0.0, 0.0, 0.0
DIRECTION = 1, 1, 1
VOLUME = GENERATOR_VOLUME
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1

[CONDITION_...]
NAME= DAYLIGHT
INPUT = SUN
LUT = (|0=0|79=0|79=1|180=1)
LAG=0.99

[CONDITION_...]
NAME = HAZARDS1
INPUT = ONE
FLASHING_FREQUENCY = 2
FLASHING_SMOOTHNESS = 0.4
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0

[CONDITION_...]
; active on low sun angle
NAME=CAMP_FIRES
INPUT = SUN
LUT = (|0=0|90=0|90=1|180=1)
LAG  = 0.8                        ; ^
LAG_DELAY_OFF  = 1.0              ; ^
LAG_DELAY_ON = 5.0                ; ^
LAG_DELAY_FUNC = LINEAR

[CONDITION_...]
NAME=CHANGINGCOLORS
INPUT= ONE
DELAY=6.0
FLASHING_FREQUENCY=0.05
FLASHING_SKIP_OFF_STATE=1
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=0
FLASHING_SKIP_DOWNHILL_STATE=1
FLASHING_SMOOTHNESS=LINEAR
FLASHING_LUT=(|0=1,0.9,0|0.1=0,0,0|0.2=1.0,0.1,0.0|0.3=0,0,0|0.4=0.0,1.0,0.0|0.5=0,0,0|0.6=0,0.95,0.95|0.7=0,0,0|0.8=0.4,0.0,1.0|0.9=0,0,0|1.0=0,0.4,1.0|)

[CONDITION_...]
NAME = FIRESMOKE
INPUT = SPECTATORS
MIN = 0
MAX = 0.095
LUT = (|0=0|1=1|)

[CONDITION_...]
NAME = PEOPLE
INPUT = SPECTATORS
LUT = (|0=0|1=1|)

[BASIC]
SUPPORTS_WIND = 1

[WIND]
IGNORE = mosport_campfire_KSLAYER4, material:guardrail, SMALL_TREE?, Scout_banner_geo
DYNAMIC_FLAGS = mosport_flags.001, mosport_flags.001B, mosport_flags.002, mosport_flags.002B, mosport_flags.003, mosport_flags.003B, mosport_flags.004, mosport_flags.004B, mosport_flags.005, mosport_flags.005B, mosport_flags.006, mosport_flags.006B, mosport_flags.007, mosport_flags.007B, mosport_flags.009, mosport_flags.009B
DYNAMIC_TREES = material:TREELINE
TREES_NORMALIZATION=0.3, 1

[SHADER_REPLACEMENT_...]
MESHES = mosport_flags.001, mosport_flags.001B, mosport_flags.002, mosport_flags.002B, mosport_flags.003, mosport_flags.003B, mosport_flags.004, mosport_flags.004B, mosport_flags.005, mosport_flags.005B, mosport_flags.006, mosport_flags.006B, mosport_flags.007, mosport_flags.007B, mosport_flags.009, mosport_flags.009B
SHADER = ksFlagsFX

[SPECTATORS]
MESHES = mosport_vehicles?, mosport_crowd_tents?, mosport_rvs?, mosport_semitrucks_KSLAYER5, mosport_campfire_KSLAYER4, mosport_campfire_wood?, mosport_CTMP_letters?, mosport_traffic_car?, Scout?

[MESH_ADJUSTMENT_...]
MESHES = AC_POBJECT_mosport_signs?
IS_RENDERABLE  = 0

[MESH_ADJUSTMENT_...]
MESHES = SKID_BRAKE.006, SKID_BRAKE.007
IS_RENDERABLE  = 0

[GRASS_FX]
GRASS_MATERIALS = GRASS_CLOSE, SAT?_NEW
GRASS_MESHES = grs_in_out_blend.001
OCCLUDING_MESHES = 1RUNOFF?, 01SAND.001, mosport_tirewll?, CSP_GRS_OCCL?, VIS_WAL?, 01KERB?, VISRD?, mosport_crowd_tents?, mosport_ambo?, mosport_rvs?, mosport_vehicles?, AC_POBJECT_mosport_signs?, VIS_BLOCKS.001, TRANSITION.001, rdedges, mosport_safetytruck.002_KSLAYER4, WLL_GRS_OCCL
OCCLUDING_MATERIALS_ALPHA = MOSPORT_DMG_GRASS
ORIGINAL_GRASS_MATERIALS=
TEXTURE = mosportgrass.dds
TEXTURE_GRID = 8, 3

; blurring for mask
MASK_BLUR = 1 ; from 0 to 3, 0 to disable blur

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 5, 1, 1, 2
PIECE_1 = 2, 1
PIECE_1_CHANCE = 0.1

[GRASS_FX_TEXTURE_GROUP_1]
PIECE_0 = 5, 1, 1, 2
PIECE_0_SIZE_MULT = 4, 2
PIECE_1 = 8, 1
PIECE_1_SIZE_MULT = 4, 2

; configuration A for tidy often cut grass
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 1.35   ; general size
SHAPE_TIDY = 0.0   ; how tidy grass is (untidy grass in uneven, tilted more)
SHAPE_CUT = 0.0    ; how cut grass is
SHAPE_WIDTH = 1.1  ; grass width relative to its height

[GRASS_FX_CONFIGURATION_B]
MASK_MAIN_THRESHOLD = 1
MASK_RED_THRESHOLD = 0.5
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 0.095
SHAPE_SIZE = 5
SHAPE_WIDTH = 1
SHAPE_TIDY = 1
TEXTURE_BASE_CHANCE = 0.0     ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 1.0  ; chance of first group to spawn

[GRASS_FX_CONFIGURATION_C]
MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0.5
MASK_MIN_LUMINANCE = 0
MASK_MAX_LUMINANCE = 0.075
SHAPE_SIZE = 15
SHAPE_WIDTH = 2.5
SHAPE_TIDY = -0.9
TEXTURE_BASE_CHANCE = 0.0     ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE = 0.2  ; chance of first group to spawn
TEXTURE_GROUP_1_CHANCE = 0.8

[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS_CLOSE
MAP = A

[INCLUDE: common/grass_fx.ini] ; for GrassFX_ExtraArea mixin

[GRASS_FX_ADJUSTMENT_...]
MATERIALS = SAT?_NEW
MAP = B

[SMOKE_...]
POSITION=-46.6079, -19.2339, -192.186
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE

[SMOKE_...]
POSITION=-714.8, -7.9382, -436.838
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE

[SMOKE_...]
POSITION=-800.66, -4.69, -397.28
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE

[SMOKE_...]
POSITION=25.3217, -23.5054, 98.3014
DIRECTION = 0, 1, 0
SPEED = 5
SIZE = 0.5
COLOR = 0.5, 0.5, 0.5, 0.5
SPREAD = 0
INTENSITY = FIRESMOKE

[SHADER_REPLACEMENT_...]
MATERIALS = GRASS_CLOSE, SAT?_NEW, road_patch, ROAD, gravel_dirt, AERIAL_SAT, roadnew, roadnew_brighter, mosport_roadgreen, pit_concrete
PROP_...= ksAlphaRef, -193

[SHADER_REPLACEMENT_...]
MESHES = VIS_WAL?, material:tire_stack_black, material:tire_stack, mosport_snd_barrier?, material:mosport_fences2, VISTUNNEL.002
DOUBLE_FACE_SHADOW_BIASED = 1

[MATERIAL_ADJUSTMENT_...]
MATERIALS = mosport_insidetex
CONDITION = DAYLIGHT
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170, 0.015
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1
DESCRIPTION = Building interiors
VISIBILITY_LEVEL = 0
SINGLE_FREQUENCY = 0

[MATERIAL_ADJUSTMENT_...]
MATERIALS = mosport_vehicles2
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,.1
VALUE_0_OFF = 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = RVs

[MATERIAL_ADJUSTMENT_...]
MATERIALS = mosport_vehicles
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,.1
VALUE_0_OFF = 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = Vehicles

[MATERIAL_ADJUSTMENT_...]
MESHES = mosport_lightpoles_bulb
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,5
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = Light Pole Bulbs

[MATERIAL_ADJUSTMENT_...]
MESHES = mosport_pintys_grill_bulb
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,5
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = DAYLIGHT
ACTIVE = 1
DESCRIPTION = Pintys Grill Bulbs

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION= Tower Aircraft Light
MESHES=mosport_tower_bulb
KEY_0=ksEmissive
VALUE_0=255,0,0,30
VALUE_0_OFF=0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION=HAZARDS1

[MATERIAL_ADJUSTMENT_...]
MESHES = mosport_campfire_KSLAYER4
KEY_0 = ksEmissive
VALUE_0 = 255, 214, 170,.75
VALUE_0_OFF = 255, 214, 170,.25
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = CAMP_FIRES
ACTIVE = 1
DESCRIPTION = Camp Fires

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_C
KEY_0=ksEmissive
VALUE_0=255,100,30,0.25
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=ORIGINAL
CONDITION=CHANGINGCOLORS

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_T
KEY_0=ksEmissive
VALUE_0=255,100,30,0.25
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=ORIGINAL
CONDITION=CHANGINGCOLORS

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_M
KEY_0=ksEmissive
VALUE_0=255,100,30,0.25
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=ORIGINAL
CONDITION=CHANGINGCOLORS

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=CTMP Letters
MESHES=mosport_CTMP_letters_lights_P
KEY_0=ksEmissive
VALUE_0=255,100,30,0.25
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=ORIGINAL
CONDITION=CHANGINGCOLORS

[LIGHT_SERIES_...]
DESCRIPTION = small buildings lamps
MESHES = buildinglamps
OFFSET = 1,1.8,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.1
SPOT = 150
SPECULAR_MULT = 1
RANGE = 25
DIFFUSE_CONCENTRATION = 1.0
FADE_AT = 500
FADE_SMOOTH = 100
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.5
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = DAYLIGHT

[LIGHT_SERIES_...]
DESCRIPTION = Light inside tents
MESHES = tentlamps
OFFSET = 0,0,0
CLUSTER_THRESHOLD = 10
COLOR = 255, 214, 170,.15
SPOT = 150
SPECULAR_MULT = 1
RANGE = 25
DIFFUSE_CONCENTRATION = 1.0
FADE_AT = 400
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.5
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = DAYLIGHT

[LIGHT_SERIES_...]
DESCRIPTION = Light inside huts
MESHES = hutlamps
OFFSET = 0,0.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.1
SPOT = 85
SPECULAR_MULT = 1
RANGE = 35
DIFFUSE_CONCENTRATION = 0.7
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 1.0
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = DAYLIGHT

[LIGHT_SERIES_...]
DESCRIPTION = Pole Lights
MESHES = mosport_lightpoles_bulb
OFFSET = 0,0.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.1
SPOT = 180
SPECULAR_MULT = 1
RANGE = 50
DIFFUSE_CONCENTRATION = 0.5
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.5
SPOT_SHARPNESS = 0.5
ACTIVE = 1
CONDITION = DAYLIGHT

[LIGHT_SERIES_...]
DESCRIPTION = Main building lamps
MESHES = mainbuildinglamps
OFFSET = 0,0.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.05
SPOT = 100
SPECULAR_MULT = 0.5
RANGE = 50
DIFFUSE_CONCENTRATION = 0.7
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.4
SPOT_SHARPNESS = 0.2
ACTIVE = 1
CONDITION = DAYLIGHT

[LIGHT_SERIES_...]
DESCRIPTION = Campfire emitter
MESHES = mosport_campfire_KSLAYER4
OFFSET = 0,2.5,0
CLUSTER_THRESHOLD = 1
COLOR = 255, 214, 170,.05
SPOT = 170
SPECULAR_MULT = 0
RANGE = 55
DIFFUSE_CONCENTRATION = 1.0
FADE_AT = 450
FADE_SMOOTH = 50
DIRECTION = 0,-1,0
RANGE_GRADIENT_OFFSET = 0.0
SPOT_SHARPNESS = 0.0
ACTIVE = 1
CONDITION = CAMP_FIRES

[INCLUDE: common/materials_track.ini]

[Material_RoomWindows]
Meshes = mosport_main_bldg_windows
EmissiveMode = DIFFUSE_EMISSIVE_BLEND
DebugMode = 0

RoomHeight = 5.0
RoomVerticalOffset = 4.5

RoomCeilingRotation = 75
InteriorMult = 0.75
InteriorGlowBrightness = 0.5
InteriorBaseBrightness = 0.25
InteriorVolumeBrightness = 0.5
ShapeChance = .25
Shape1_X_W = 0.05      ; size of a lamp in X axis (in ceiling coordinates)
Shape1_Y_W = 0.7       ; size of a lamp in Y axis
Shape2_X_W = 0.5      ; size of separator in X axis
Shape2_X_Mult = 0  ; effect of separator in X axis (set to 0 to disable)
Shape2_Y_W = 0.5      ; size of separator in Y axis
Shape2_Y_Mult = 0    ; effect of separator in Y axis (set to 0 to disable)
ShapeSmoothness = 1

RoomNearEdgeClipping = 1.0
RoomDepth = 10

; because for some reason, normals of this piece of mesh are really screwed
NormalsFactor = 0

PROP_0 = ksEmissive, 13, 11, 9
PROP_1 = fresnelMaxLevel, 0.25
PROP_2 = fresnelC, 0.02
PROP_3 = fresnelEXP, 3

[Material_DistantEmissive]
Meshes = mosport_lightpoles_bulb

[MESH_ADJUSTMENT_...]
MESHES = Scout_plane_geo
IS_RENDERABLE  = 1

[ANIMATED_...]
NODE = Scout_plane
ANIMATION = scout_plane.ksanim
DURATION = 300

[ANIMATED_...]
NODE = Man_Type1.001
ANIMATION = Man_Type1_Waving.ksanim
DURATION = 5

[ANIMATED_...]
NODE = Man_Type2.001
ANIMATION = Man_Type2_Gesture.ksanim
DURATION = 7

[ANIMATED_...]
NODE = Woman_Type1.001
ANIMATION = Woman_Type1_Waving.ksanim
DURATION = 6

[ANIMATED_...]
NODE = Woman_Type2.001
ANIMATION = Woman_Type2_Sitting.ksanim
DURATION = 8

[ANIMATED_...]
NODE = track_marshal.001
ANIMATION = track_marshals.ksanim
DURATION = 8

[ANIMATED_...]
NODE = track_marshalB.001
ANIMATION = track_marshals_b.ksanim
DURATION = 8

[ANIMATED_...]
NODE = mosport_traffic_car
ANIMATION = mosport_traffic.ksanim
DURATION = 200

[SHADER_REPLACEMENT_...]
MESHES = Man_Type?, Woman_Type?, track_marshal?
LOD_IN = 0
LOD_OUT = 150

;;;;;;;;; Animated portable generator lighting ;;;;;;;;;;;;;;;;;;;

[CONDITION_...]
NAME = SUNSET_ANIMATION_PROGRESS
INPUT = SUN
LUT = (|0=0|81=0|81=1|181=1) ; you might need to adjust angles
LAG_DELAY_ON = 40 ; duration in seconds
LAG_DELAY_OFF = 40
LAG_DELAY_FUNC = LINEAR ; other possible values: SQR, POW3, SQRT

[ANIMATED_...]
NODE = generator_main_dummy.002
ANIMATION = mosport_generators.ksanim
PROGRESS = SUNSET_ANIMATION_PROGRESS

[MATERIAL_ADJUSTMENT_...]
MESHES = generator_lights.??
CONDITION = DAYLIGHT
KEY_0 = ksEmissive
VALUE_0 = 255, 255, 255, 1.25
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1

[LIGHT_SERIES_...]
MESHES = generator_lights.002
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.434673,-0.673904,-0.597422
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.003
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.042901,-0.420035,-0.906493
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.004
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=0.910678,-0.413051,-0.007333
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.005
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.891787,-0.245557,0.380023
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.006
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.781264,-0.579557,0.231822
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.007
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.116879,-0.463302,-0.878459
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.008
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=0.875712,-0.373236,-0.306307
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.009
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.437264,-0.317152,-0.841555
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.010
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.848653,-0.443861,-0.287708
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.011
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=0.004091,-0.412693,-0.910861
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=200.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

[LIGHT_SERIES_...]
MESHES = generator_lights.012
CONDITION = DAYLIGHT
ACTIVE=1
CLUSTER_THRESHOLD=25
COLOR=1.000000,1.000000,0.806502,12.500000
DIFFUSE_CONCENTRATION=0.500
DIRECTION=-0.181534,-0.348299,0.919638
FADE_AT=350.0
FADE_SMOOTH=200.0
OFFSET=0,-3,0
RANGE=150.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.00
SPOT=175.00
SPOT_SHARPNESS=0.500

;------------------------------------------------------------------------------

[SHADER_REPLACEMENT_...]
MATERIALS = mosport_vehicles
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_FILE_0 = mosport_vehicles_em.dds
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 0.5, 0.5, 1

[SHADER_REPLACEMENT_...]
MATERIALS = mosport_vehicles2
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_FILE_0 = mosport_vehicles2_em.dds
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 0.5, 0.5, 1

[SHADER_REPLACEMENT_...]
MESHES = mosport_traffic_car_GEO, mosport_traffic_car.002_GEO, mosport_traffic_car.003_GEO, mosport_traffic_car.004_GEO, mosport_traffic_car.005_GEO, mosport_traffic_car.006_GEO
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_FILE_0 = mosport_vehicles3_em.dds
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 0.5, 0.5, 1

[SHADER_REPLACEMENT_...]
MATERIALS = campfire_loop
SHADER = stPerPixelNM_UVflow
BLEND_MODE = ALPHA_BLEND
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = fireloop256.dds
RESOURCE_1 = txNormal
RESOURCE_FILE_1 = fireloop256nm.dds
RESOURCE_2 = txDetailNM
RESOURCE_COLOR_2 = 0.5, 0.5, 1
PROP_... = ksEmissive, 10, 10, 10
PROP_... = offsetDSpeed, 1, 0
PROP_... = offsetNMSpeed, 1, 0
PROP_... = pauseTiming, 0.015625, -1

[RAIN_FX]
PUDDLES_MATERIALS = roadnew_brighter, roadnew, ROAD, road_patch, kerb, mosport_roadgreen, roadlines, pit_concrete, MOSPORT_DMG_GRASS, mosport_drain
PUDDLES_MESHES = rdedges, rdedges.001, TRANSITION?, VIS_ALL_PATCH_BORDER, t1_waterchannel.002
LINES_MATERIALS = roadlines
SOAKING_MATERIALS = new_tarmac, ROAD, kerb, mosport_roadgreen, pit_concrete, MOSPORT_DMG_GRASS
SOAKING_MESHES = rdedges, rdedges.001, TRANSITION?, VIS_ALL_PATCH_BORDER, t1_waterchannel.002
SMOOTH_MATERIALS = guardrail, mosport_vehicles?, SEMI, mosport_office_windows
ROUGH_MATERIALS = GRASS_CLOSE, Background, gravel_dirt
ROUGH_MESHES = grs_in_out_blend.001, SDTRAP_EDGE

STREAM_EDGE_... = -417.8, 14.02, -830, -370.21, 14.02, -816.73
STREAM_EDGE_... = -370.19, 14.02, -816.73, -367.35, 14.02, -826.93
STREAM_EDGE_... = -416.98, 14.02, -832.93, -417.81, 14.02, -830.02
STREAM_POINT_... = -268.44, 4.58, -758.71
STREAM_POINT_... = -266.57, 4.91, -758.36
STREAM_EDGE_... = -228.73, 5.8, -749.54, -237.86, 5.81, -719.93
STREAM_EDGE_... = -237.87, 5.81, -719.91, -237.96, 5.81, -718.35
STREAM_EDGE_... = -237.96, 5.8, -718.34, -226.18, 5.49, -701
STREAM_EDGE_... = -226.82, 5.77, -748.95, -235.95, 5.77, -719.34
STREAM_EDGE_... = -235.95, 5.76, -719.33, -224.18, 5.47, -702.01
STREAM_EDGE_... = -167.95, -6.29, -324.94, -194.36, -6.28, -339.21
STREAM_EDGE_... = -169.46, -6.29, -322.15, -195.87, -6.28, -336.43
STREAM_EDGE_... = -40.61, -29.26, 302.32, -55.33, -29.26, 284.87
STREAM_EDGE_... = -42.24, -29.27, 303.48, -56.96, -29.27, 286.03
STREAM_EDGE_... = -726.51, -2.54, -271.56, -686.4, -2.54, -284.87
STREAM_EDGE_... = -686.4, -2.54, -284.87, -727.11, -2.54, -275.26
 
Last edited:
I've been on 3.0 for a while now, with over 15,000 kms on the previous version. This is a track I've driven for almost 35 years and is a fantastic mod and it really feels like Mosport (I'm not calling it CTMP). I swear I'm the guy on the hill before turn one. The only tiny, tiny thing is the AI are easy to outbrake into Moss.
 
I've been on 3.0 for a while now, with over 15,000 kms on the previous version. This is a track I've driven for almost 35 years and is a fantastic mod and it really feels like Mosport (I'm not calling it CTMP). I swear I'm the guy on the hill before turn one. The only tiny, tiny thing is the AI are easy to outbrake into Moss.
Thanks!

The AI in assetto corsa has its limitations, I had to make sure most types of cars make it through there without incident. Poorly made mods dont help either, lol.

[BRAKEHINT_0]
START=0.470
END=0.480
VALUE=0.80

Try this in the ai_hints.ini file, data folder

maybe tweak to your needs
 
I've been on 3.0 for a while now, with over 15,000 kms on the previous version. This is a track I've driven for almost 35 years and is a fantastic mod and it really feels like Mosport (I'm not calling it CTMP). I swear I'm the guy on the hill before turn one. The only tiny, tiny thing is the AI are easy to outbrake into Moss.
Second that! Driven Mosport for about 10 years and the recreation of this in AC is excellent. Now just need to add a version of me taking photos at turn three with a media pass :)
 
The AI in assetto corsa has its limitations, I had to make sure most types of cars make it through there without incident. Poorly made mods dont help either, lol.

Talk about nightmares.. Making sure every car, modded and Kunos, can make it through the turns without doing the Grosjean while having close racing in all classes is more or less impossible! Can confirm.
 
Did download this track in combination with an GPL skin because I needed this for an vintage career. Its indeed a great track, only the overhead telephone or electric power wires and the track-fences are shimmering a lot in VR. Also more spectators are welcome to make the track more immersive. Just my remark for this great track.
 
Last edited:
Did download this track in combination with an GPL skin because I needed this for an vintage career. Its indeed a great track, only the overhead telephone or electric power wires and the track-fences are shimmering a lot in VR. Also more spectators are welcome to make the track more immersive. Just my remark for this great track.
I dont use VR so can't really confirm any shimmering on those wires.

I appreciate the feedback but Im a bit disappointed to hear that you think it needs more spectators for "immersion", given the fact it was probably the first track to feature trackside animated cars, also if not the first to feature animated crowds. What track are you comparing Mosport to if you dont mind me asking?
 
Probably worth noting Mosport probably gets about 10-20,000 spectators on major weekends these days. Far cry from the 100K+ it used to see, unfortunately. :(
 
When I saw races there in the 80s, 50,000 would attend. For a long time, they had the record of the biggest sports crowd in Canada with the 1976 GP and 100,000. Since then, the population of the GTA has quadrupled, but the attendance is dwindling, perhaps due to almost no marketing of events and a pretty terrible website. Right now, the track is a pet project of a very wealthy owner. Honestly, I prefer it now. It used to take 4 hours to get out of there at big races and the washrooms are now decent. Thanks for not modeling in any balloons. I have never seen a real race anywhere with hot air ballons.
 
Status
Not open for further replies.
Back
Top