[Mod] Gran Turismo 2 plus (bug fixes, restored content and new content) - beta 7 released

  • Thread starter pez2k
  • 2,920 comments
  • 766,693 views
It's from the Gran Turismo 1 page on IGCD. I never saw it before. Was it found on the used car dealerships or was it a "special color" prize car? Could it be added?

Oh, also, is it possible to do anything to tracks? Change textures, or properties of surfaces? I always disliked the fact that Tahiti Road's grass/dirt doesn't act like it. Cars don't lose grip and don't raise dust going over it.

The Trueno and Levin were remodelled for GT2 so none of the colours can be ported over. The 'High Sonic' black and silver was in one of the GT2 demos and portable, so that's already in the mod, just not the Levin version.

Submaniac discovered where the various track surface materials are defined, but identifying which specific bytes in a whole track file correspond to certain parts of the drivable surface and how to change which material they use is far beyond anything that's possible right now.
 
Each face within a track has its own byte telling what surface it is, so it would take a huge amount of work to change every polygon's properties like that. From finding what set of polygon data affects which polygon, to editing it for good etc. Basically impossible atm.

As for losing grip on a specific surface, that would need adjusting in the tire compound's data, which would affect all instances of this surface on every track in the game. I'm far from against editing rally physics but it's too hazardous, and any editing to those compounds would break rally opponents, replays, and such.
I think licenses would be unaffected, if they have their own tire compound files in their set of data... but otherwise, that too.
 
Last edited:
The '96 Honda Accord's ghost has no "reflections". Is that easy to fix?

20210331205532_1.jpg
 
Here's some more content coming in future versions - the remaining unfinished Ruf models:

rufbr2.png


The BR2 is essentially a 964 Turbo 3.3 with a bit more power, and an optional Ruf 6-speed with their EKS auto-clutch system. It's the closest thing to a stock Porsche in a GT game before GT Sport (other than the unfinished 996 GT3).

rufbr4.png


The BR4 is an AWD version of the BR2 - it's quite a bit heavier but has a lot more traction and slightly better weight distribution.

rufbtr4.png

rufbtr4-replay.png


The BTR 3.8 is a real beast - a stripped-out Carrera 3.6 bored out to 3.8 litres with a big turbo on top, as well as the 6-speed and EKS. AWD was an option, which is what PD chose as the BTR4. This is the fastest 964-bodied car in the game, and makes serious power when fully modified as well as being very lightweight for an AWD car.
 
Here's some more content coming in future versions - the remaining unfinished Ruf models:

rufbr2.png


The BR2 is essentially a 964 Turbo 3.3 with a bit more power, and an optional Ruf 6-speed with their EKS auto-clutch system. It's the closest thing to a stock Porsche in a GT game before GT Sport (other than the unfinished 996 GT3).

rufbr4.png


The BR4 is an AWD version of the BR2 - it's quite a bit heavier but has a lot more traction and slightly better weight distribution.

rufbtr4.png

rufbtr4-replay.png


The BTR 3.8 is a real beast - a stripped-out Carrera 3.6 bored out to 3.8 litres with a big turbo on top, as well as the 6-speed and EKS. AWD was an option, which is what PD chose as the BTR4. This is the fastest 964-bodied car in the game, and makes serious power when fully modified as well as being very lightweight for an AWD car.
Jaguar???
 
Here's some more content coming in future versions - the remaining unfinished Ruf models:

rufbr2.png


The BR2 is essentially a 964 Turbo 3.3 with a bit more power, and an optional Ruf 6-speed with their EKS auto-clutch system. It's the closest thing to a stock Porsche in a GT game before GT Sport (other than the unfinished 996 GT3).

rufbr4.png


The BR4 is an AWD version of the BR2 - it's quite a bit heavier but has a lot more traction and slightly better weight distribution.

rufbtr4.png

rufbtr4-replay.png


The BTR 3.8 is a real beast - a stripped-out Carrera 3.6 bored out to 3.8 litres with a big turbo on top, as well as the 6-speed and EKS. AWD was an option, which is what PD chose as the BTR4. This is the fastest 964-bodied car in the game, and makes serious power when fully modified as well as being very lightweight for an AWD car.

Even more interesting prize cars!
 
I hope we'll get later Castrol Mugen Accord and road Escort GTI)
The Accord would require some model editing of the existing 1996 Accord RM and the Escort GTI might even need a new model.

---
Personally, I would prefer seeing an Escort RS Cosworth over the GTI though.
 
I hope we'll get later Castrol Mugen Accord and road Escort GTI)

Nothing exists of the model and textures for the Escort, and a tuned Accord with an RM and race tyres is already most of the way to the touring car. If I was going to create an Accord supertourer I'd probably have to do the other planned cars like the 406, and it's too much work for cars that barely exist and were repurposed into something else. Putting race tyres on the saloons with touring car RMs already upgrades them to the standard BTCC tyre sizes, and they can all make at least 300bhp.
 
Nothing exists of the model and textures for the Escort, and a tuned Accord with an RM and race tyres is already most of the way to the touring car. If I was going to create an Accord supertourer I'd probably have to do the other planned cars like the 406, and it's too much work for cars that barely exist and were repurposed into something else. Putting race tyres on the saloons with touring car RMs already upgrades them to the standard BTCC tyre sizes, and they can all make at least 300bhp.

Might we get in the future cut things during development like the Gran turismo 1 original old Viper 1996 GTS, BMW E36 320i Coupe, Rover mini 1.3 edition, Renault Spider Cabriolet, Jaguar XJR15 Race Car (cut model), New Bettle GT with RM, Mercedes AMG C43, Wolkswagen Bettle 1.9, Castrol Mugen Accord RM, Racing mod for Pegeout 406 Coupe (the one hidden that we have in license tests, but RM not available in dealership) and also NISMO GTR LM 97 from GT1 with the special colours and RM's for Mazdaspeed RX7 A Spec GTC 99, Tommy Kaira ZZII RM, RM, Dodge Stratus ES hidden RM Racing modifications?


Which of those is more likely? Just asking for curiosity
 
Last edited:
Those cars are already in GT2, not sure what you're asking for?
I don't know about the Supra since the MA70 in GT1 is the same as in GT2. For the Viper, I'm guessing he wants the 1996 Viper GTS and RT/10 for their subtile differences. The 1996 Viper GTS has different wheels than the 1999 Viper GTS in GT2 and the RT/10 doesn't have the GTS airvents yet.

Might we get the Gran turismo 1 original old Viper 1996 and the old gran turismo 1 supra MA70?
You actually don't need to import GT1 models to get the 1996 Vipers as they're in the GT2 demos. I even have imported the GTS from the demos myself before:


Whenever I actually have time to bother messing around with the new modding tools, I would probably just try to bring them in myself. That's going to be for a while though as I'm busy with my work.
 
Last edited:
Those cars are already in GT2, not sure what you're asking for?


Yeah you right. I modified the post putting some cars that I am curious about if they might get restored with some RM stuff, would like to hear your opinions about



However, now I checked and I saw the 1996 viper is actually already in GT2, what was missing was only the blue colour with white stripes that pezz already restored, so it was my mistake :D
 
Last edited:
Yeah you right. I modified the post putting some cars that I am curious about if they might get restored with some RM stuff, would like to hear your opinions about
Wait, which RM stuff are you talking about? Just curious.
 
Might we get in the future cut things during development like the Gran turismo 1 original old Viper 1996 GTS, BMW E36 320i Coupe, Rover mini 1.3 edition, Renault Spider Cabriolet, Jaguar XJR15 Race Car (cut model), New Bettle GT with RM, Mercedes AMG C43, Wolkswagen Bettle 1.9, Castrol Mugen Accord RM, Racing mod for Pegeout 406 Coupe (the one hidden that we have in license tests, but RM not available in dealership) and also NISMO GTR LM 97 from GT1 with the special colours and RM's for Mazdaspeed RX7 A Spec GTC 99, Tommy Kaira ZZII RM, RM, Dodge Stratus ES hidden RM Racing modifications?

The E36 and Accord have already been answered recently, there's nothing at all of the Mini, Spider, XJR-15 RM, 406 RM, or ZZ2 RM, the C43 is already in GT2, the Beetle TDI doesn't work due to physics limitations, and the GT1 GT-R LM is already in the mod. The only one on the list that has any likelihood of showing up soon is the RX-7 GTC RM because Submaniac fixed the night model for it ages ago, it's just a very low priority for me as it's more or less a duplicate of another model.
 
Um..

GT2-NTSC-UC-v1.0-SpecialLineup2.png


So, the licenses required for the muscle car cup are different in the JP version? Can we get that in all versions? It would be especially good considering we have some very cheap muscle cars we can buy and tune a bit to be competitive, like the Challenger.
 
So, the licenses required for the muscle car cup are different in the JP version? Can we get that in all versions?

Not a bug, so I won't be changing it. Changing the requirements is easy enough with existing tools, changing the icons on the menu less so.
 
In the event Honda S2000 for racing modification, rivals in Spoon livery sometimes appear. At the same time, this livery is not available in the tuning shop for installation. Can You add this car painting or the car itself as a prize car?

spoon.jpg
 
Last edited:
Try using the "change type" button on the RM screen. The alternate livery is available in vanilla GT2 (all versions):
unknown.png

(also, for clarification, the livery belongs to the regular Honda S2000, not the Spoon version)
Thanks. How many years have I been playing, never paid attention to this button)
 
Do you feel like there might come a point in the mod's development where it would go "oh dear, this is basically a max-out on the PS1 system in terms of content added, but the project's STILL not finished" or is that not even a thought? As far as I understand, this project has to work on a PS1 first and foremost. This is basically to note that there will not be a patch that wouldn't work on a PS1, but would probably work on an emulator.
Apologies for not being able to word this better.
 
Last edited:
Do you feel like there might come a point in the mod's development where it would go "oh dear, this is basically a max-out on the PS1 system in terms of content added, but the project's STILL not finished" or is that not even a thought? As far as I understand, this project has to work on a PS1 first and foremost. This is basically to note that there will not be a patch that wouldn't work on a PS1, but would probably work on an emulator.
Apologies for not being able to word this better.
It depends what you mean by max out the PS1 system. There are limitations in terms of how much content can be added but they are due to the game engine and of course space on the CD ROM (though I beleive that's a limit that's unlikely to be reached). There's a hard restriction to the maximum number of car models alowed in the game, but it won't max the PS1 out.

The mod isn't making GT2 harder to run, it's no more demanding on the console AFAIK than the base game. So adding more content won't prevent it from running, but there is a limit on the amount of content that can be added due to disk space and hard restrictions in the game engine.
 
Last edited:
Do you feel like there might come a point in the mod's development where it would go "oh dear, this is basically a max-out on the PS1 system in terms of content added, but the project's STILL not finished" or is that not even a thought?

The only real limitation that comes into play is the maximum number of bodies, and I've taken that into account with my plans. I actually spent a bit of time last weekend figuring out how to patch the license and rally ghost data in the US version to remove the need for the four Exxon bodies they use, so there's a bit of flexibility available now.

It's never going to be possible to add everything PD is known to have planned, because a lot of it simply doesn't exist. Once this mod is fully finished though, everything that exists in any notable way will be back (Ruf BTR4 with a model but no physics, Vectra 2.0 with a model in a demo but no physics, C55 AMG with a name and logo but an easily recreatable body, Silvia LM with a body that can be adapted from GT1, etc).

It's also worth noting that the focus of this mod is really bug fixes over new content, and the balance between the two has been skewed quite heavily towards the flashy new cars just due to those getting the most attention and enjoyment, however there are a finite number that will be coming and it may well be that in a few versions' time they'll all be done and later versions will just round off the huge list of minor bugs.

There are no plans of mine that will stress the PS1 hardware any more than the original game, and a fully accurate emulator would share those restrictions anyway. The only modification I know of that would make hardware struggle is the 60fps hack, and obviously that's out of the scope of this mod anyway.
 
The only real limitation that comes into play is the maximum number of bodies, and I've taken that into account with my plans. I actually spent a bit of time last weekend figuring out how to patch the license and rally ghost data in the US version to remove the need for the four Exxon bodies they use, so there's a bit of flexibility available now.

It's never going to be possible to add everything PD is known to have planned, because a lot of it simply doesn't exist. Once this mod is fully finished though, everything that exists in any notable way will be back (Ruf BTR4 with a model but no physics, Vectra 2.0 with a model in a demo but no physics, C55 AMG with a name and logo but an easily recreatable body, Silvia LM with a body that can be adapted from GT1, etc).

It's also worth noting that the focus of this mod is really bug fixes over new content, and the balance between the two has been skewed quite heavily towards the flashy new cars just due to those getting the most attention and enjoyment, however there are a finite number that will be coming and it may well be that in a few versions' time they'll all be done and later versions will just round off the huge list of minor bugs.

There are no plans of mine that will stress the PS1 hardware any more than the original game, and a fully accurate emulator would share those restrictions anyway. The only modification I know of that would make hardware struggle is the 60fps hack, and obviously that's out of the scope of this mod anyway.


In fact, the content added in the game is more a matter of space in the GT2 CD-ROM than having anything with hardware limitations, the maximum storage for a PS1 disc is like 700 MB. Don't know if the PS1 RAM get affected by the content added? Maybe?
 
Back