Topanga Canyon Hillclimb

Tracks Topanga Canyon Hillclimb 1.2

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I would love to put this on my server to play online. Could you do a "free roam" layout with a lot (at least 16, preferably 32) of pit boxes near the ocean?

I've just released an update that has a couple of new race variations, the one called "Race" that has 30 pit boxes at the ocean. There's also a "Free roam" one that has the pit boxes scattered throughout the track for the purpose of spawning two-way AI traffic. Check it out!
 
This is gonna be must have road for AC.I hope you will update it more.Love the layout and new traffic and race mode.Traffic is great for this kind of roads.I think better looking trees (or colours of vegetation) and more feel of the road are two things are lacking most.Road feels somehow dead it needs more small imperfections or something other Im not modder so cant help.Thanks again!
 
@Todd K - very nice effort - it's showing huge promise. I note the triangle count is consistently very high, double what i typically see on other finished tracks despite the low quality textures. As a result the frame rate is is lower than even LA Canyons. I note your to intent to improve texture quality, and thus i'd recommend you add performance optimization to your to do list.
 
I've just released an update that has a couple of new race variations, the one called "Race" that has 30 pit boxes at the ocean. There's also a "Free roam" one that has the pit boxes scattered throughout the track for the purpose of spawning two-way AI traffic. Check it out!

Awesome, thanks! I just put it up on my server with 30 slots. Let's get some two-way human traffic going :cool:

Edit: Sooo...I got kicked out of my own server :whistling: for going the wrong way after crossing the finish line and heading back down the hill--even though I didn't see any "wrong way" warnings flash on my screen. With the previous version of the track I was able to do a few loops of the track in single player mode. My intention for online is to have traffic going up and down, but I don't want to use the Freeroam layout because I would like all the pit boxes to be in the same place.
 
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Loving the new update. The free roam version is a lot of fun, especially considering that the current state of the world has kept me from having to do that commute in real life in half a year. Race mode is great, too, though my clunker PC ran into a full CPU bottleneck and slowed to a crawl when trying it with 29 AIs. They piled up around the first tight left-hander and the fps plummeted as I got close to it. It might perform better on a more up-to-date computer because my sim rig currently has a backup PC powering it, so it may be nothing to worry about, but I thought I'd mention it.

I really like the changes to the view from the Top of Topanga area, where it starts going back downhill toward the valley. It looks much more like the real life appearance, doesn't have the closed-in feeling that the earlier version had.
 
Awesome, thanks! I just put it up on my server with 30 slots. Let's get some two-way human traffic going :cool:

Edit: Sooo...I got kicked out of my own server :whistling: for going the wrong way after crossing the finish line and heading back down the hill--even though I didn't see any "wrong way" warnings flash on my screen. With the previous version of the track I was able to do a few loops of the track in single player mode. My intention for online is to have traffic going up and down, but I don't want to use the Freeroam layout because I would like all the pit boxes to be in the same place.
Ahh yeah I see, good point. I will see about making an additional variation that uses the Freeroam two-way traffic line but has all 30 pit boxes on the ocean side. It may still think you're going the wrong way when driving on the left side of the road though, unless you are using Track Day, per my current knowledge.
 
Absolutely GREAT!
Thank You Very Much!

Screenshot_wrc_toyota_corolla_topanga_canyon_v1_16-9-120-21-43-36.jpg


Screenshot_ferrari_f40_topanga_canyon_v1_17-9-120-14-38-39.jpg


Screenshot_ferrari_f40_s3_topanga_canyon_v1_17-9-120-14-49-40.jpg
 
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Still havin a great time over here with this new version. I am running into trouble with the cameras in replays on the freeroam/two-way-traffic layout, though. The camera chosen by the game will be one which has no view of the car half the time, and it frequently swaps back and forth between different cameras at numerous moments. I'd love to be able to make some nice clips using that layout but the trackside camera is just too wonky currently. It seems, on first impression, to be related to the two-way layout, as if the camera is swapping back and forth when the car goes over the middle of the track and onto the wrong side.

Either way, I'm having good results with the replay mode on the normal hillclimb layout. The freeroam layout would be great if it could have the same camera behavior despite being two-lane.
 
Due to the way the AC camera system works, that cannot happen with stock track cameras. Maybe CamTool might provide what you're looking for? https://www.racedepartment.com/downloads/camtool-2.15062/
Yeah I figured something like this would be needed. Thanks!

-

On another note, I'm starting to notice a handful of spots on the edge of the track where obstructions poke out unexpectedly and tend to cause crashes in AI Flood Trackday mode.. There are two rock formations in particular a few miles in from the start of the loop, on the right-hand side.. And there is an invisible collision wall on the inside of the turn at the bottom of what is Fernwood Drive irl. I keep smashing into it when taking a tight apex around that corner. Gonna be on the lookout for more spots like these.
 
A modest request. What file(s) do I have to modify/delete to get rid of those giant, weightless (i.e, drive-through) stones emblazoned with the name of the event? It's not that they do anything; if they were solid they would discourage exceeding track limits. Disposing of them would greatly aid the immersion factor. I'm old school; I wouldn't be adverse to turning them into haybales (which were often used when racing on public roads), or maybe even kilometer stones (a lot less of them, obviously), especially if they were solid granite. Please.
 
Thank you for these roads! Suggestions regarding the vegetation so it starts looking like really belongs there and works well with Sol dynamic weather:
Code:
[MATERIAL_ADJUSTMENT_...]
MATERIALS=bushes_small_A_mtl,
KEY_0=ksSpecular
VALUE_0=0.0
KEY_1=ksDiffuse
VALUE_1=0.107
KEY_2=ksAmbient
VALUE_2=0.18
KEY_3=ksAlphaRef
VALUE_3=0.5
ACTIVE=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=bushes_A_mtl,
KEY_0=ksSpecular
VALUE_0=-0.02
KEY_1=ksDiffuse
VALUE_1=0.125
KEY_2=ksAmbient
VALUE_2=0.107
KEY_3=ksAlphaRef
VALUE_3=0.8
ACTIVE=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=tree_A_mtl,
KEY_0=ksSpecular
VALUE_0=-0.02
KEY_1=ksDiffuse
VALUE_1=0.15
KEY_2=ksAmbient
VALUE_2=0.2
KEY_3=ksAlphaRef
VALUE_3=0.9
ACTIVE=1

simple and economic RainFX
Code:
[RAIN_FX]
PUDDLES_MATERIALS = ?road?, ?concrete?, Material #10420, Material #25
SOAKING_MATERIALS =
SMOOTH_MATERIALS =
ROUGH_MATERIALS =
LINES_MATERIALS =
RELIEF_MATERIALS =
And the power lines may look more interesting with
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=Material #306
SHADER=ksFlags
PROP_0 = distortion, 0.05
PROP_1 = frequency, 2.5

Parked cars can have shiny transparent glass and lit-up optics at night:
Code:
[INCLUDE]
INCLUDE=common/conditions.ini

[SHADER_REPLACEMENT_...]
MATERIALS=?Optics, Glass
SHADER=ksPerPixelReflection
PROP_0 = fresnelMaxLevel, 0.5
PROP_1 = fresnelC, 0.01
PROP_2 = fresnelEXP, 3
PROP_3 = ksSpecular, 5
PROP_4 = ksSpecularEXP, 2850
BLEND_MODE = ALPHA_TEST

[MATERIAL_ADJUSTMENT_...]
MATERIALS=?Optics,
KEY_0=ksEmissive
VALUE_0=8, 8, 8
OFF_VALUE_0=0, 0, 0
CONDITION=NIGHT_SHARP
ACTIVE=1

Speaking of night - geolocation for CSP/Sol needs this
Code:
[topanga_canyon_v1]
LATITUDE=34.0403456
LONGITUDE=-118.5810084
TIMEZONE=America/Los_Angeles
NAME=Topanga Canyon
to be present in "..\extension\config\data_track_params.ini" or else the sun sets at noon.
 

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After some more pleasant driving I have an important request - LOD_OUT for any objects smaller/shorter than trees. The topology of the road makes it easier to omit from rendering all that is behind the corner and that is a lot of geometry given that the corners are very tight. Please consider releasing update with performance optimization. Using
Code:
[SHADER_REPLACEMENT_...]
MESHES=?
LOD_OUT=450

[SHADER_REPLACEMENT_...]
MATERIALS=?tree?,
LOD_OUT=2000

[SHADER_REPLACEMENT_...]
MATERIALS=?grass_mtl?, pch_hill, cliff_mtl, superWide_overview,
LOD_OUT=0
might botch the job but proper editing of models would give better results. And mind that the wider the FOV - the larger value for LOD_OUT must be to get the same result. The "450" I'm suggesting is for FOV of 43 degrees that I'm using for looking from behind the wheel. For the Kunos default of FOV 56 the value must be bigger.

The glitches with road physics are consequences of overlapping mesh with "**ROAD" name like "74ROAD" which near the second exit of the gas station has two layers instead of one and the car falls through the top layer onto the lower and jumps back up several times. It is fixable most easily by separating the gas station part and naming it **PIT.
pit1.jpg

No more jolts for me after that.
 
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Love your work. Could it be possible to get an update with working lights? I enjoy cruising the canyon at night, or dawn and dusk, yet the lack of lights, resembles an electric power outage.
 
Could it be possible to get an update with working lights?
Any track can be illuminated. Any user of CSP (free versions too) can configure lights. If you try to make some lights for the canyon it would add to your enjoyment in the first place.
Tool use is:
Clipboard01.jpg
Clipboard02.jpg
Clipboard03.jpg
Clipboard04.jpg


My light config is
Code:
[INCLUDE]
INCLUDE = common/conditions.ini

[LIGHT_SERIES_...]
DESCRIPTION = Street Lights
ACTIVE = 1
MESHES = ?lampposts
DIRECTION = 0,-1,0
OFFSET = 0,3,0
RANGE = 25
SPOT = 170
SPOT_SHARPNESS = 0.8
RANGE_GRADIENT_OFFSET = 0.65
CLUSTER_THRESHOLD = 11
FADE_AT = 800
COLOR = 255, 173, 65, 0.0175
SINGLE_FREQUENCY = 1
CONDITION = NIGHT_SHARP

[LIGHT_SERIES_...]
DESCRIPTION = hOUSES
ACTIVE = 1
MESHES = bldg_?
DIRECTION = 0,-1,0
OFFSET = 0,3,0
RANGE = 25
SPOT = 170
SPOT_SHARPNESS = 0.8
RANGE_GRADIENT_OFFSET = 0.65
CLUSTER_THRESHOLD = 11
FADE_AT = 800
COLOR = 255, 173, 65, 0.0175
SINGLE_FREQUENCY = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
DESCRIPTION = 2hOUSES
ACTIVE = 1
MESHES = hous?
DIRECTION = 0,-1,0
OFFSET = 0,3,0
RANGE = 25
SPOT = 170
SPOT_SHARPNESS = 0.8
RANGE_GRADIENT_OFFSET = 0.65
CLUSTER_THRESHOLD = 11
FADE_AT = 800
COLOR = 255, 173, 165, 0.0175
SINGLE_FREQUENCY = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
COLOR=0.89724, 0.941884, 1, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=-502.048, -294.458, 6030.1
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
VOLUMETRIC_LIGHT=0

[LIGHT_...]
COLOR=0.89724, 0.941884, 1, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=-492.308, -296.198, 6055.02
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
VOLUMETRIC_LIGHT=0

[LIGHT_...]
COLOR=1, 1, 0.807366, 25.3
DIFFUSE_CONCENTRATION=0.760
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=-31.6211, -29.5662, -703.535
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
VOLUMETRIC_LIGHT=0

The full config that I use is:
Code:
[GRASS_FX]
GRASS_MATERIALS=1grass_mtl,2grass_mtl,3grass_mtl,4grass_mtl,5grass_mtl,6grass_mtl,7grass_mtl,8grass_mtl,9grass_mtl,10grass_mtl,11grass_mtl,12grass_mtl
HEIGHT_MULT=.35
EDGE_MULT=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=bushes_small_A_mtl,
KEY_0=ksSpecular
VALUE_0=0.0
KEY_1=ksDiffuse
VALUE_1=0.107
KEY_2=ksAmbient
VALUE_2=0.18
KEY_3=ksAlphaRef
VALUE_3=0.5
ACTIVE=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=bushes_A_mtl,
KEY_0=ksSpecular
VALUE_0=-0.02
KEY_1=ksDiffuse
VALUE_1=0.125
KEY_2=ksAmbient
VALUE_2=0.107
KEY_3=ksAlphaRef
VALUE_3=0.8
ACTIVE=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=tree_A_mtl,
KEY_0=ksSpecular
VALUE_0=-0.02
KEY_1=ksDiffuse
VALUE_1=0.15
KEY_2=ksAmbient
VALUE_2=0.2
KEY_3=ksAlphaRef
VALUE_3=0.9
ACTIVE=1

[SHADER_REPLACEMENT_...]
MATERIALS=Material #306
SHADER=ksFlags
PROP_0 = distortion, 0.05
PROP_1 = frequency, 2.5
PROP_2 = ksSpecular, 0.2

[SHADER_REPLACEMENT_...]
MATERIALS=?Optics, Glass
SHADER=ksPerPixelReflection
PROP_0 = fresnelMaxLevel, 0.5
PROP_1 = fresnelC, 0.01
PROP_2 = fresnelEXP, 3
PROP_3 = ksSpecular, 5
PROP_4 = ksSpecularEXP, 2850
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS=roadSigns?,
SHADER=ksPerPixelReflection
PROP_0 = fresnelMaxLevel, 0.5
PROP_1 = fresnelC, 0.01
PROP_2 = fresnelEXP, 3
PROP_3 = ksSpecular, 5
PROP_4 = ksSpecularEXP, 2850

[MATERIAL_ADJUSTMENT_...]
MATERIALS=?Optics,
KEY_0=ksEmissive
VALUE_0=8, 8, 8
OFF_VALUE_0=0, 0, 0
CONDITION=NIGHT_SHARP
ACTIVE=1

[RAIN_FX]
PUDDLES_MATERIALS = ?road?, ?concrete?, Material #10420, Material #25
SOAKING_MATERIALS =
SMOOTH_MATERIALS =
ROUGH_MATERIALS =
LINES_MATERIALS =
RELIEF_MATERIALS =

[SHADER_REPLACEMENT_...]
MESHES=?
LOD_OUT=450

[SHADER_REPLACEMENT_...]
MATERIALS=?tree?,
LOD_OUT=2000

[SHADER_REPLACEMENT_...]
MATERIALS=?grass_mtl?, pch_hill, cliff_mtl, superWide_overview,
LOD_OUT=0

[INCLUDE]
INCLUDE = common/conditions.ini

[LIGHT_SERIES_...]
DESCRIPTION = Street Lights
ACTIVE = 1
MESHES = ?lampposts
DIRECTION = 0,-1,0
OFFSET = 0,3,0
RANGE = 25
SPOT = 170
SPOT_SHARPNESS = 0.8
RANGE_GRADIENT_OFFSET = 0.65
CLUSTER_THRESHOLD = 11
FADE_AT = 800
COLOR = 255, 173, 65, 0.0175
SINGLE_FREQUENCY = 1
CONDITION = NIGHT_SHARP

[LIGHT_SERIES_...]
DESCRIPTION = hOUSES
ACTIVE = 1
MESHES = bldg_?
DIRECTION = 0,-1,0
OFFSET = 0,3,0
RANGE = 25
SPOT = 170
SPOT_SHARPNESS = 0.8
RANGE_GRADIENT_OFFSET = 0.65
CLUSTER_THRESHOLD = 11
FADE_AT = 800
COLOR = 255, 173, 65, 0.0175
SINGLE_FREQUENCY = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
DESCRIPTION = 2hOUSES
ACTIVE = 1
MESHES = hous?
DIRECTION = 0,-1,0
OFFSET = 0,3,0
RANGE = 25
SPOT = 170
SPOT_SHARPNESS = 0.8
RANGE_GRADIENT_OFFSET = 0.65
CLUSTER_THRESHOLD = 11
FADE_AT = 800
COLOR = 255, 173, 165, 0.0175
SINGLE_FREQUENCY = 1
CONDITION = NIGHT_SMOOTH

[LIGHT_...]
COLOR=0.89724, 0.941884, 1, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=-502.048, -294.458, 6030.1
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
VOLUMETRIC_LIGHT=0

[LIGHT_...]
COLOR=0.89724, 0.941884, 1, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=-492.308, -296.198, 6055.02
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
VOLUMETRIC_LIGHT=0

[LIGHT_...]
COLOR=1, 1, 0.807366, 25.3
DIFFUSE_CONCENTRATION=0.760
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=-31.6211, -29.5662, -703.535
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
VOLUMETRIC_LIGHT=0
 
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Thank you for your help. This is my feeble first attempt. Made a mercury vapor street light, red light, and a lit gas pump.
 

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Thank you for these roads! Suggestions regarding the vegetation so it starts looking like really belongs there and works well with Sol dynamic weather:
Code:
[MATERIAL_ADJUSTMENT_...]
MATERIALS=bushes_small_A_mtl,
KEY_0=ksSpecular
VALUE_0=0.0
KEY_1=ksDiffuse
VALUE_1=0.107
KEY_2=ksAmbient
VALUE_2=0.18
KEY_3=ksAlphaRef
VALUE_3=0.5
ACTIVE=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=bushes_A_mtl,
KEY_0=ksSpecular
VALUE_0=-0.02
KEY_1=ksDiffuse
VALUE_1=0.125
KEY_2=ksAmbient
VALUE_2=0.107
KEY_3=ksAlphaRef
VALUE_3=0.8
ACTIVE=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=tree_A_mtl,
KEY_0=ksSpecular
VALUE_0=-0.02
KEY_1=ksDiffuse
VALUE_1=0.15
KEY_2=ksAmbient
VALUE_2=0.2
KEY_3=ksAlphaRef
VALUE_3=0.9
ACTIVE=1

simple and economic RainFX
Code:
[RAIN_FX]
PUDDLES_MATERIALS = ?road?, ?concrete?, Material #10420, Material #25
SOAKING_MATERIALS =
SMOOTH_MATERIALS =
ROUGH_MATERIALS =
LINES_MATERIALS =
RELIEF_MATERIALS =
And the power lines may look more interesting with
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=Material #306
SHADER=ksFlags
PROP_0 = distortion, 0.05
PROP_1 = frequency, 2.5

Parked cars can have shiny transparent glass and lit-up optics at night:
Code:
[INCLUDE]
INCLUDE=common/conditions.ini

[SHADER_REPLACEMENT_...]
MATERIALS=?Optics, Glass
SHADER=ksPerPixelReflection
PROP_0 = fresnelMaxLevel, 0.5
PROP_1 = fresnelC, 0.01
PROP_2 = fresnelEXP, 3
PROP_3 = ksSpecular, 5
PROP_4 = ksSpecularEXP, 2850
BLEND_MODE = ALPHA_TEST

[MATERIAL_ADJUSTMENT_...]
MATERIALS=?Optics,
KEY_0=ksEmissive
VALUE_0=8, 8, 8
OFF_VALUE_0=0, 0, 0
CONDITION=NIGHT_SHARP
ACTIVE=1

Speaking of night - geolocation for CSP/Sol needs this
Code:
[topanga_canyon_v1]
LATITUDE=34.0403456
LONGITUDE=-118.5810084
TIMEZONE=America/Los_Angeles
NAME=Topanga Canyon
to be present in "..\extension\config\data_track_params.ini" or else the sun sets at noon.
I was looking to download this track and saw your comments and screenshots, do you have these modified files so you can share as a mod? Would appreciate that.
 

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