Features you hope are added in Course Creator

What added features do YOU hope to see in the upcoming CM?


  • Total voters
    246
I voted top three. The rest of them does not change the driving experience. 👍

Also, PD has enough stress just to get it working apparently. 👎

Haha, this is what I was thinking. I mean honestly, does having a green tree or a spaceship sitting behind your track boundaries really change how the track feels? And how your car reacts to the terrain?

NO!
Of course it doesn't, but it still matters. There's a reason why there is any environment graphics outside of the track at all, even though all it does from a pure racing perspective is to eat up graphical resources.
 
The map editor has.

You're just running out of arguments.
No im not running out of arguments.
Its a lot more complex to create a track editor for a driving simulator, with all the consequences, rather than creating a terrain just to walk in
 
Because if so, you can't really make a layout as you wish. Only you can make it pass through the streets and avenues it would have, therefore I see it as pointless for two reasons, because of very limited editing margin, and because a city takes a lot of time to model.

It would not be pointless for either of those reasons. Metropolis street racer or Project Gotham not ring any bells for you? With a city layout you can make all sorts of interesting tracks. Of course it wouldn't be as flexible as a blank canvas landscape with full editing control, but this is not an either/or thing. Both are possible. They spent TWO years modeling Rome and Madrid for GT5. Seriously, do you think all that was for two full courses and one short course? They might have, but they might have done more for something that was intended but not fulfilled on GT5.

Do I think this will happen? No, I don't expect anything special at all really. I'll just accept what comes when it comes.
 
I'd listen to NixxxoN for words of wisdom. I'll explain.

Map making tools work differently for different games and different systems. The map tools in games like Far Cry 4 are seriously advanced and detailed, but the system they're working in, today's gaming PCs, smoke PS3 badly. Most graphics cards have much more ram than PS3 has, never mind system ram.

From what I have seen of course creators from other games on PS1/PS2 & PS3, CM2 should be a Walk in the Park to implement for PD with all the features they say will be in and nothing to do with PS3 resources.
Remember the Course Maker in GT5, how some tracks had framerate issues and other glitches? They sometimes happened in sections of track which weren't particularly cluttered. When a map is generated it's never as efficient as one built from scratch. And keep in mind that the Far Cry map maker isn't generating a level from suggestions fed in from basic parameters, which Course Maker II could be again.

There are games which track and map makers work well. One which is mentioned periodically is the Track Maker in ModNation Racers. This may actually be a tool which is similar to the one the developers use in the game, because you can recreate any track in the game with it. But again, this is a tool in which you dig into the terrain and place objects by hand. It's not a map generator.

With all the work put into CM II so far, and as good as Sierra looks, I expect that CM II is going to be a fair improvement over CM I. But I wouldn't get too many lofty ideas about being able to replicate Midfield from scratch. Something like it, maybe, and if we can, I am SO going to be getting the details worked out of a few dozen real world tracks, and some of Gran Turismo's legacy track locations.

Now, one thing about city locations. The yaysayers are right on about that. Keep in mind that Kaz either said or we inferred from remarks he made about Course Maker II that it would include city locations, and Rondo was mentioned as one of them. Being able to connect roads into a course, even to including a route that went out into the plains or forest area, would be epical. And as has been said, a number of city locations could have their routes opened up to allow us to draw out something truly grand. Some of the most fun I've had is racing headlong through the narrow roads of Citta di Aria or Costa di Amalfi, with the route so narrow, I doubt I could open a car door. Sure, this would only work for Rally or Rallycross, but some of the best races are held in city locales.

Whatever comes of Course Maker, I look forward to it. I just hope it works with an Event Maker, Race Mod and a basic Livery Editor at some point, so we can completely design our own races.
 
My thoughts/minimum hopes are basic terrain editing and scalextric style limited types of corner, straights, etc. Maybe even a terrain map, some fixed towns and streets within the towns and the ability to link them up cross country. Though thinking too big there maybe.

Reason is that to make something that can cope with multiple radius corners and road widths etc would be a mammoth thing. Also, if we're getting the GPS tie in this would cope with way-point logging not giving enough granularity to corners etc.

Of course I hope for more, but above all I hope for usability.
 
Why exactly?
Do I really need to explain? Whats more complex, physics of walking, that are basically non-existent (just moving into any direction) and without the need to carry anything with the visuals (only a guy with a weapon) or an advanced driving physics that would interact with the terrain depending on how is it along with a highly detailed car model being visualized?

I'd listen to NixxxoN for words of wisdom. I'll explain.

Map making tools work differently for different games and different systems. The map tools in games like Far Cry 4 are seriously advanced and detailed, but the system they're working in, today's gaming PCs, smoke PS3 badly. Most graphics cards have much more ram than PS3 has, never mind system ram.


Remember the Course Maker in GT5, how some tracks had framerate issues and other glitches? They sometimes happened in sections of track which weren't particularly cluttered. When a map is generated it's never as efficient as one built from scratch. And keep in mind that the Far Cry map maker isn't generating a level from suggestions fed in from basic parameters, which Course Maker II could be again.

There are games which track and map makers work well. One which is mentioned periodically is the Track Maker in ModNation Racers. This may actually be a tool which is similar to the one the developers use in the game, because you can recreate any track in the game with it. But again, this is a tool in which you dig into the terrain and place objects by hand. It's not a map generator.

With all the work put into CM II so far, and as good as Sierra looks, I expect that CM II is going to be a fair improvement over CM I. But I wouldn't get too many lofty ideas about being able to replicate Midfield from scratch. Something like it, maybe, and if we can, I am SO going to be getting the details worked out of a few dozen real world tracks, and some of Gran Turismo's legacy track locations.

Now, one thing about city locations. The yaysayers are right on about that. Keep in mind that Kaz either said or we inferred from remarks he made about Course Maker II that it would include city locations, and Rondo was mentioned as one of them. Being able to connect roads into a course, even to including a route that went out into the plains or forest area, would be epical. And as has been said, a number of city locations could have their routes opened up to allow us to draw out something truly grand. Some of the most fun I've had is racing headlong through the narrow roads of Citta di Aria or Costa di Amalfi, with the route so narrow, I doubt I could open a car door. Sure, this would only work for Rally or Rallycross, but some of the best races are held in city locales.

Whatever comes of Course Maker, I look forward to it. I just hope it works with an Event Maker, Race Mod and a basic Livery Editor at some point, so we can completely design our own races.
Thats it, all the problems the PS3 has, if we get something similar to the Modnation game editor, keep in mind that game was an arcade, therefore much more simple in physics than GT6.
 
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Why can't we use the controller like a mouse and draw a circuit or place pieces like a scalectrix track? A 3-D preview so we can see the course before we "confirm".
austin_track_map_3d.jpg
 
Do I really need to explain? Whats more complex, physics of walking, that are basically non-existent (just moving into any direction) and without the need to carry anything with the visuals (only a guy with a weapon) or an advanced driving physics that would interact with the terrain depending on how is it along with a highly detailed car model being visualized?

Whats more complex, physics of walking, that are basically non-existent (just moving into any direction) and without the need to carry anything with the visuals (only a guy with a weapon)

You can drive in FC4 , and it reacts well to the enviroment , to the little objects and bumps. Why can't PD do that? Are they an inferior studio compared to Ubisoft?

or an advanced driving physics that would interact with the terrain depending on how is it along with a highly detailed car model being visualized?

What has the graphical detailed have to do with the course maker itself? Absolutly nothing.

And FC4 has all that on the PS3 aswell , so i don't see why PD can't do that , you tell me why.
 
You can drive in FC4 , and it reacts well to the enviroment , to the little objects and bumps. Why can't PD do that? Are they an inferior studio compared to Ubisoft?



What has the graphical detailed have to do with the course maker itself? Absolutly nothing.

And FC4 has all that on the PS3 aswell , so i don't see why PD can't do that , you tell me why.
FC4 is not a racing simulator with 16 cars running simultaneously, with all that represents.
 
With Course Maker obviously I'd also like to race AI on them for fun but how would it work? Don't the AI just follow basically the driving line? If so does that mean the creator has to make the line or will it be generated to that is if the course maker can even do that.
 
With Course Maker obviously I'd also like to race AI on them for fun but how would it work? Don't the AI just follow basically the driving line? If so does that mean the creator has to make the line or will it be generated to that is if the course maker can even do that.
That's another reason why it is more complicated than it seems. Find a driving line for AI and make the AI race
 
With Course Maker obviously I'd also like to race AI on them for fun but how would it work? Don't the AI just follow basically the driving line? If so does that mean the creator has to make the line or will it be generated to that is if the course maker can even do that.

As I recall from the GT5 CM I think the game does give an automatic driving line. Since the A.I in GT5 seemed to follow a driving line. My only gripe with that is the A.I will always follow the driving line in pretty much any circumstance. Even if it means they are going to slip in the dirt, they still follow the same line.
 
What Gran Turismo needs is something like this:



The graphics aren't brilliant but it serves a purpose in my post.

It would give people the freedom to create anything they wanted to create and you'd get much better looking tracks out of it. I hated the system in GT5 as you never really created a track. You just put in some numbers and let a computer make something you didn't control.

Granted something like that shown in the video would be complex and would take some learning but the final results would be top class... There is a design feature in a golf game called The Golf Club (PS4) that uses a random layout feature. The feature uses algorithms to plot a Golf Course based on what you tell it to do. Something like that could be implemented into a Gran Turismo Creator to help those who just want to create and race without getting into the nitty-gritty details that some (including me) would go into with a course creator. That way it caters for everyone, and everyone can be happy with what they want to do with the software.
 
Why can't we use the controller like a mouse and draw a circuit or place pieces like a scalectrix track? A 3-D preview so we can see the course before we "confirm".
What Gran Turismo needs is something like this:

(YouTube snippy)

The graphics aren't brilliant but it serves a purpose in my post.
These would be brilliant. Just not on PS3. I can almost bet my dead Supra that nothing like those two examples are possible on PS3, at least not in satisfactory quality. Any track maker like them would have to generate a lot of terrain features, which means hundreds of millions of polygons stitched together in the software before even a tree, guard rail or spectator stand is placed. And then they would have to be placed, and the track adjust itself to accommodate them. And appropriate textures generated over them. And do all this efficiently so it runs online with at least 12 cars on track at once with a reasonable framerate.

Keep in mind that something much simpler, the Movie Maker, the team couldn't get to work in GT6, or work well enough be worth the effort to make it. Even on the supposedly better XBox360, Turn 10 couldn't get theirs to spit out more than half a minute of decent resolution video for Forza 4. A track generator like the above two examples will require a lot of computing power and a lot of free space to produce HD quality content.

Stuff like these examples will happen one day, but I have no doubt that we won't see it until at least on GT7, perhaps not till 8.
 
I would like the course creator to include a library of features which you could choose from - by this I mean that you could select bridges, buildings, water towers, trees, telegraph poles and other roadside furniture - it would then be possible to create copies of real life historic tracks such as Longford, Tasmania. The photos below show what I mean by a library of features:

Below railway viaduct feature with a nice angled approach / S bend.

View attachment 406949

View attachment 406950

Above the track map, one of two wooden river bridges at Longford - this being the longer one with a curving exit.
Ah Longford. Gone but never forgotten.
 
Voted for first three. Feature I want most is the ability to make sprint courses (A to b races). Wasn't the area said to be 10km x 10km? Leaves a lot of room for editing a course. Being able fo controll road conditions would be nice too. Creator could be a stand alone app that would insert the tracks inttp GT6. Railroad crossings would be an interesting obsticle too.
 
Voted for first three. Feature I want most is the ability to make sprint courses (A to b races). Wasn't the area said to be 10km x 10km? Leaves a lot of room for editing a course. Being able fo controll road conditions would be nice too. Creator could be a stand alone app that would insert the tracks inttp GT6. Railroad crossings would be an interesting obsticle too.
Yes yes yes. A to B races are a much needed feature.
You'd probably like my suggestion in the link below.
 
I would still be happy if it is only what was described at the Jalopnik Film Festival.
https://www.gtplanet.net/kazunori-yamauchi-tamir-moscovici-interview-jff-2013/

“Yes, originally it was said there would be 100×100, then we said 50×50 kilometers.

“Going by the latest info I’m getting from our development staff, it might end up being closer to 20×20. That is still very large – the Nurburgring is about 5×5 kilometers in the game, so it is quite a lot of space.”

“We might start off by providing tracks that we’ve made to the users first – and then the editing user interface might come a little bit after that.”

If we get "editing" software, that would be outstanding. I prsonally envisioned a seporate program that would be able to insert the dta into gt6. That way updates for the editor could be done separate from gt6, and it could be made in a fassion that it would be usable in GT7 and future GT titles.

Same could be done for the "pro" mode software that Mr. Yamauchi mentioned in the same interview.
 
Voted for first three. Feature I want most is the ability to make sprint courses (A to b races). Wasn't the area said to be 10km x 10km? Leaves a lot of room for editing a course. Being able fo controll road conditions would be nice too. Creator could be a stand alone app that would insert the tracks inttp GT6. Railroad crossings would be an interesting obsticle too.

Then we could put the rally cars to good use.
 
I don't expect to be able to create tracks out of real life cities, at least not on the PS3, but how complicated would it be to be able to create a generic city course with a random, generic city environment around it? They wouldn't even have to model anything new; SSR5 alone has enough buildings already modeled and in the game. How hard would it be to have these items spawn around a generated track? It's not like the cars would be interacting with any of it, it's just background.
 
I don't expect to be able to create tracks out of real life cities, at least not on the PS3, but how complicated would it be to be able to create a generic city course with a random, generic city environment around it? They wouldn't even have to model anything new; SSR5 alone has enough buildings already modeled and in the game. How hard would it be to have these items spawn around a generated track? It's not like the cars would be interacting with any of it, it's just background.

This is PD. Please don't think logically, thank you. :P
 
I don't expect to be able to create tracks out of real life cities, at least not on the PS3, but how complicated would it be to be able to create a generic city course with a random, generic city environment around it? They wouldn't even have to model anything new; SSR5 alone has enough buildings already modeled and in the game. How hard would it be to have these items spawn around a generated track? It's not like the cars would be interacting with any of it, it's just background.

EXACTLY! That's exactly how I feel about it!! but Ameer is right, what we think is logical and simple is something complex to PD and highly unlikely to be done.
 
At this stage, I'd settle for what we had in GT5. That'd be better than what we have now. It's lowering my expectations to a whole new level but I had over 20 tracks all worked out last time & it changed up the variety of the game.
 
At this stage, I'd settle for what we had in GT5. That'd be better than what we have now. It's lowering my expectations to a whole new level but I had over 20 tracks all worked out last time & it changed up the variety of the game.

Don't think I'd settle for the same thing as GT5 (Don't think it would be smart to have us wait 1.5 years for the same CM, GTP would unleash Hell) But I won't care too much if it's a generator with more options and track tools. Bottom line, as long as I can have a little more control over a track and have it change from day to night and have rain, everything is copacetic!
 
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