Tracks Mosport 2021 (CTMP) [Deleted]

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Ohh I see!
I will remove the dirt properties for the runoff’s, I think I only added it for the sound of the tires kicking up stones and debris anyways.

I’m planning a 2.0 release soon:thumbsup:
I love this track but I've been neglecting it badly so fired it up for the first time in ages today.
I'm sure there was a GrassFX config for it previously but all I'm seeing is the old 3D grass strips. I tried forcing a config update though CM but no dice.
Was the config removed from Github in anticipation of the 2.0 release or something?
What are your plans for the 2.0 update @Johnr777 ?

Edit: I knew I didn't imagine it - this is from a post of yours on the CSP discord, John. Is the grass config available anywhere?

Grass_FX_Mosport.png
 
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I love this track but I've been neglecting it badly so fired it up for the first time in ages today.
I'm sure there was a GrassFX config for it previously but all I'm seeing is the old 3D grass strips. I tried forcing a config update though CM but no dice.
Was the config removed from Github in anticipation of the 2.0 release or something?
What are your plans for the 2.0 update @Johnr777 ?

Edit: I knew I didn't imagine it - this is from a post of yours on the CSP discord, John. Is the grass config available anywhere?

View attachment 393957
I’m releasing the 2.0 update in a couple of weeks hopefully, trying to time it with the 1.0 release of Road America :)
 
RA and Mosport my most favorite non official tracks tbh very hard if I had to choose between them both.
Thanks :)

Although made with different software, we have a similar style. The next update to both tracks will make them look even closer.

@Mascot There was a config update in the github, weird it didnt merge, probably because I kept the config in the track folder?

Add this to ext_config.ini

Code:
[GRASS_FX]
GRASS_MATERIALS = roadedge,Background
OCCLUDING_MATERIALS_ALPHA =
OCCLUDING_MATERIALS = kerb,mosport_skidmarks,roadlines,ROAD
ORIGINAL_GRASS_MATERIALS = Mosport_3d_grass
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD =
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = 0.01
SHAPE_SIZE = 1.0, 4.0
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1
PIECE_1 = 1, 2, 2, 1
PIECE_1_CHANCE = 1
PIECE_2 = 6, 1
PIECE_3 = 7, 1
PIECE_4 = 8, 1
PIECE_5 = 2, 1
PIECE_6 = 2, 2
PIECE_7 = 2, 3
PIECE_8 = 1, 3

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 1
TEXTURE_GROUP_0_CHANCE = 0.8
MASK_MAIN_THRESHOLD = 0.7
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = 0.01
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 1.2, 4.0
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0

[GRASS_FX_ADJUSTMENT_...]
MATERIALS = roadedge,Background
MAP = A
 
Thanks :)

Although made with different software, we have a similar style. The next update to both tracks will make them look even closer.

@Mascot There was a config update in the github, weird it didnt merge, probably because I kept the config in the track folder?

Add this to ext_config.ini

Code:
[GRASS_FX]
GRASS_MATERIALS = roadedge,Background
OCCLUDING_MATERIALS_ALPHA =
OCCLUDING_MATERIALS = kerb,mosport_skidmarks,roadlines,ROAD
ORIGINAL_GRASS_MATERIALS = Mosport_3d_grass
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD =
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = 0.01
SHAPE_SIZE = 1.0, 4.0
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1
PIECE_1 = 1, 2, 2, 1
PIECE_1_CHANCE = 1
PIECE_2 = 6, 1
PIECE_3 = 7, 1
PIECE_4 = 8, 1
PIECE_5 = 2, 1
PIECE_6 = 2, 2
PIECE_7 = 2, 3
PIECE_8 = 1, 3

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 1
TEXTURE_GROUP_0_CHANCE = 0.8
MASK_MAIN_THRESHOLD = 0.7
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = 0.01
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 1.2, 4.0
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0

[GRASS_FX_ADJUSTMENT_...]
MATERIALS = roadedge,Background
MAP = A
Just 1 thing what always made me curious and why most of the time I avoid a lot of modded tracks,
I have still yet to see a non kunos track with the lighting and atmosphere the same quality,
I have yet to build one myself so never fully played inside all the tracks lighting and settings fully,

but what is the difference from say Kunos Monza to say Kunos redbul ring lighting wise,
the worst 2 tracks I feel from Kunos is the redbul ring 2nd to last then Laguna,
these tracks feel very over exposed and way too bright to me personally,
but say Monza, Spa, and the rest the lighting is so beautiful with CSP_SOL,

And its not 100% only the lighting I feel the textures inside the environment have a lot to do with also the way the lighting is reacting with the objects and textures its hard to put a finger on exactly what it is but this department is what is make or break for me, some modded tracks are horrendous in this area,

is there a way for example to take the track lighting from say Monza and use this or is the global settings pretty basic ?
 
Track objects have the same shader configs as car objects. The problem is many just don't know how to set the shaders and or build textures properly. Kunos content is pretty hit and miss as well. For example default Spa the trees are almost neon green where no other track is like that.
 
Track objects have the same shader configs as car objects. The problem is many just don't know how to set the shaders and or build textures properly. Kunos content is pretty hit and miss as well. For example default Spa the trees are almost neon green where no other track is like that.
Yes just looking at the settings now just nothing here I was thinking be quite complex just a very basic global value so its 100% textures inside the environment and shader work,
in my mind though its not this alone unless the physiological impact is that great,

for example the darkness of the base textures used on everything from say Monza to the Redbulring if it was textures alone inside the environment the exposure levels from say these 2 tracks must be +0.5 difference to give the entire scene a impact this great because even with using CSP_SOL and really nice settings cycling through the hrs its not making much difference,

sorry for the curiosity just really bothers me. :)
 
Sorry for the primitive use of my tools before anyone complains,
but like here for example inside the lighting settings,
1596153796199.png

This alone cant be making all the difference to the scene.
 
Sorry for the primitive use of my tools before anyone complains,
but like here for example inside the lighting settings,
View attachment 394020
This alone cant be making all the difference to the scene.
If you model the track with proper orientation to north then Mosport is correct at sun heading angle = 0. But pitch angle should be closer to 40. But with CSP and SOL that is completely ignored. CSP using GPS coordinates to calculate sun position.
 
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If you model the track with proper orientation to north then Mosport is correct at sun heading angle = 0. But pitch angle should be closer to 40. But with CSP and SOL that is completely ignored. CSP using GPS coordinates to calculate sun position.
Yes just gave a good quality inspection on Monza and Red Bull Ring,
its the textures,
Tarmac, Kerbs, Run off areas, Grass, well everything apart from the trees they look very lush and green very pleasing to the eyes,
the exposure levels on the stuff I mentioned there is way over exposed to the point now the textures are almost ruined the colours for say the reds are almost orange very poor its this,

just 0 depth or feel to them just never liked the difference Monza is very lush texture wise lol I love it.
 
Yes just gave a good quality inspection on Monza and Red Bull Ring,
its the textures,
Tarmac, Kerbs, Run off areas, Grass, well everything apart from the trees they look very lush and green very pleasing to the eyes,
the exposure levels on the stuff I mentioned there is way over exposed to the point now the textures are almost ruined the colours for say the reds are almost orange very poor its this,

just 0 depth or feel to them just never liked the difference Monza is very lush texture wise lol I love it.
A lot of the CSP config files for Kunos tracks come with seasonal adjustments to shaders, sometimes that can throw the look off as well.
 
Thanks :)

Although made with different software, we have a similar style. The next update to both tracks will make them look even closer.

@Mascot There was a config update in the github, weird it didnt merge, probably because I kept the config in the track folder?

Add this to ext_config.ini

Code:
[GRASS_FX]
GRASS_MATERIALS = roadedge,Background
OCCLUDING_MATERIALS_ALPHA =
OCCLUDING_MATERIALS = kerb,mosport_skidmarks,roadlines,ROAD
ORIGINAL_GRASS_MATERIALS = Mosport_3d_grass
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD =
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = 0.01
SHAPE_SIZE = 1.0, 4.0
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1
PIECE_1 = 1, 2, 2, 1
PIECE_1_CHANCE = 1
PIECE_2 = 6, 1
PIECE_3 = 7, 1
PIECE_4 = 8, 1
PIECE_5 = 2, 1
PIECE_6 = 2, 2
PIECE_7 = 2, 3
PIECE_8 = 1, 3

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 1
TEXTURE_GROUP_0_CHANCE = 0.8
MASK_MAIN_THRESHOLD = 0.7
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = 0.01
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 1.2, 4.0
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0

[GRASS_FX_ADJUSTMENT_...]
MATERIALS = roadedge,Background
MAP = A
Currently William's github config file won't be listed for auto-download on CM because it's missing an .ini extension, same for the one for njmp.

There's also another bug to account for on the backend, where newly added files for tracks or vaos might fail to show on the user's CM gui, but I don't think this is the case.
 
Currently William's github config file won't be listed for auto-download on CM because it's missing an .ini extension, same for the one for njmp.
Interesting, it should be repaired, as it will still be a valid file when I release the update, since I renamed the track altogether to keep the 2019 version usable.
 
I think I mentioned before with the grass after it was released the track the colours etc,
Tarmac here looks a little off also,
1596155454480.png

The dark areas look great but the main tarmac seems a tad off,

you know looking closely the textures are all carrying the .dds bugs plastered with greens and purples everywhere,

most of my textures I now save as 8,8 AL or 8,8,8,8 specially say seamless textures,
only the chassis livery is DXT5 or the color maps the reflection maps I mean these textures are 1 color usually say green or blue or reds which I dont use much maybe 95% are green so always save them DXT5 I doubt they get bugged,

but specially say these tarmac seamless textures id make them black and white then save them as 8,8 AL improve the quality like night and day.
 
It was either a mistake, or I'm to partialy to blame on this. I remember one day alerting him for uploads of grass fx configs on tracks maintained by active moders with planned updates (not that his work wasn't fine, mind you), but then you were present and gave him the ok.

Anyway, if on your previous post that's your definitive grass fx for the current 2019 mosport, you could just upload it under the correct file name to work as an addon (same purpose as the current non functional file).

Btw, that tarmac tone in the picture above will depend greatly on the pp filter used/light conditions.
 
It was either a mistake, or I'm to partialy to blame on this. I remember one day alerting him for uploads of grass fx configs on tracks maintained by active moders with planned updates (not that his work wasn't fine, mind you), but then you were present and gave him the ok.

Anyway, if on your previous post that's your definitive grass fx for the current 2019 mosport, you could just upload it under the correct file name to work as an addon (same purpose as the current non functional file).

Btw, that tarmac tone in the picture above will depend greatly on the pp filter used/light conditions.
Yes I looked 3/4 pics all seemed similar but PP does make quite a difference,
Textures still really bugged though that’s not PP
 
Yes, sorry, I wasn't pointing the compression artifacts, just the general warmer/colder tone for gray.
Yeah PP is a nightmare with this stuff balancing times affect colours nicely,

I still feel the sacrifice of an extra 1mb on the track textures for making them with uncompressed or 8,8

most my seamless say 256px very rarely I’ll use 512,

I think my f2000 carries over 145 textures and they are all 8,8 or 8,8,8,8 uncompressed in the dds 0 bugs on the car age still under 45mb the kn5

sometimes you can drastically improve quality and save on mb,
Be nice to see them saved as 8,8 if possible

RF2 is the worst those bugged tarmac textures are horrendous some us just all pink.
 
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