Modified Track Path Editor + Tracks/Discussion

I believe I've said this before buuut, you need to modify the rail_def -xml files in order to shorten the start/finish line. You can aswell expand the other parts like resting areas in Andalusia.

I've made this tool a while back but haven't shared it because it's not that easy to use :(. But maybe it helps you guys out. There is a little tutorial inside the Readme.txt. Also I haven't tested it thoroughly so it might have bugs.

https://github.com/Razer2015/GT6_XML_Editor/releases

:bowdown: Without members like you, eran0004 and PR1VATEJ0KER the editor wouldn't be what it is now - FUN!, you guys are amazing.
 
Making progress with the heights brush.

The black dots here represents height data points of a track. The vertical rectangles to the right is the brush: the darker is the brush radius (all points within the radius of the brush are moved the same distance as the brush) and the lighter is the feather radius (all points within the feather radius are moved depending on their distance from the brush).

The brush allows you to adjust multiple height points with a single brush stroke, rather than having to adjust them all individually. The feather creates a smooth transition to the new elevation.

In the example below I've modelled a jump with two quick brush strokes (one to create a hill, the other to lower the middle part).

widget.png


(Oh, and ignore the wall of red error messages in the background, it's not important :lol:)
 
This looks pretty neat, but i am having trouble understanding the gray lines on the right.
Is that a birds-eye view of the track?
 
This looks pretty neat, but i am having trouble understanding the gray lines on the right.
Is that a birds-eye view of the track?

The gray lines to the right is the brush. Think "photoshop", but in one dimension :P
The dark line is the brush radius and the bright line is the feather radius.

Here you can see it in action:



I use the mousewheel to change brush radius, and shift+mousewheel to change feather radius.
 
@eran0004 Your work is amazing and respectable. Something that would take me a year or so to complete, as my coding knowledge is archaic compared to today.
I tried to delve into increasing the odds of a restaurant to generate. Yet again, I see where @Razerman is going with it, yet, I don't understand the how. From what I've seen, you have a couple places to go to compile the coding into the correct format. Of course using notepad for the adjustments. Plus I can't really seem to get access to the GT6TED file required to gain access to the coding. I tried 7zip, which only got me so far as to see the META folder and such.

Although on the bright side, I created more touges. The newest one surrounds and partially goes through one of the towns. Plus I was lucky enough to generate a restaurant at the top of the hill overlooking the Chapel/Castle building at the towns peak.

Links:
(Newest touge with restaurant) https://www.gtplanet.net/forum/resources/the-town-of-achene.5093/

https://www.gtplanet.net/forum/resources/ocelot-touge.5088/

https://www.gtplanet.net/forum/resources/battle-cat-touge.5089/

https://www.gtplanet.net/forum/resources/sensimilla-touge.5090/

https://www.gtplanet.net/forum/resources/mt-nuevo-pass.5091/

https://www.gtplanet.net/forum/resources/mt-nuevo-pass-extended.5092/
 
The user interface is alive!

There might be a problem with the way it performs the height changes though, I just made a test and the track surface seems to be a little bumpier than I remembered it. If it is indeed bumpier, then I think I know what's causing it and I also think I know how to fix it.
 
@eran0004 how bumpy is it? Is it bumpy like the long stretch at LeMans? Does it create crowing on the center line of the road? I dont mind a bumpy road as it would make touges more authentic.
Again, great work on your new interface. I hope its a success.
 
That figure of 8 track is becoming more likely :) & the bumpy roads might just make it better :) imagine getting caught out on a little bump & not making the jump ha ha.

Just think if you had to be at 120 mph to make the jump, you could set the room with low pp so only if you came around the corner perfectly you would build up enough speed to make it :)
 
I made my best replica of the Sidewinder Proving Grounds from Forza. It doesn't have the crossover or 90 degree sharp turns, so if anyone wants to make it better, be my guest :)
 
@eran0004 how bumpy is it? Is it bumpy like the long stretch at LeMans? Does it create crowing on the center line of the road? I dont mind a bumpy road as it would make touges more authentic.
Again, great work on your new interface. I hope its a success.

It's similar to those tight hairpin turns at Circuito de la Sierra. And it's caused by the same thing, the resolution of the road mesh.

There is a way to work around it, by placing anchors close together you can increase the resolution for that particular section.
 
@eran0004 Your work is amazing and respectable. Something that would take me a year or so to complete, as my coding knowledge is archaic compared to today.
I tried to delve into increasing the odds of a restaurant to generate. Yet again, I see where @Razerman is going with it, yet, I don't understand the how. From what I've seen, you have a couple places to go to compile the coding into the correct format. Of course using notepad for the adjustments. Plus I can't really seem to get access to the GT6TED file required to gain access to the coding. I tried 7zip, which only got me so far as to see the META folder and such.

Although on the bright side, I created more touges. The newest one surrounds and partially goes through one of the towns. Plus I was lucky enough to generate a restaurant at the top of the hill overlooking the Chapel/Castle building at the towns peak.

Links:
(Newest touge with restaurant) https://www.gtplanet.net/forum/resources/the-town-of-achene.5093/

https://www.gtplanet.net/forum/resources/ocelot-touge.5088/

https://www.gtplanet.net/forum/resources/battle-cat-touge.5089/

https://www.gtplanet.net/forum/resources/sensimilla-touge.5090/

https://www.gtplanet.net/forum/resources/mt-nuevo-pass.5091/

https://www.gtplanet.net/forum/resources/mt-nuevo-pass-extended.5092/

Great content! keep up the great work guys! :cheers:
 
Last edited:
@eran0004 May I have some links to your new courses please? I can't get to them. Thanks :cheers: PS your work is fantastic!

I had to delete the earlier tracks to make room for more tracks while testing.

Here is a track you can try. Some elevation changes have been applied to it, and I also changed the banking angle of one of the corners (I think you'll see which one...) https://www.gran-turismo.com/gb/gt6/user/#!/friend/eran0004/course/2334291/

You can compare it to the original version here: https://www.gran-turismo.com/gb/gt6/user/#!/friend/eran0004/course/1001643/

A lap around the track:
 
Last edited:
I had to delete the earlier tracks to make room for more tracks while testing.

Here is a track you can try. Some elevation changes have been applied to it, and I also changed the banking angle of one of the corners (I think you'll see which one...) https://www.gran-turismo.com/gb/gt6/user/#!/friend/eran0004/course/2334291/

You can compare it to the original version here: https://www.gran-turismo.com/gb/gt6/user/#!/friend/eran0004/course/1001643/

Will download and try ASAP! Thanks pal.
 
I have a little request.

If it isn't too much trouble for any of the pros here, would it be possible for one of you to make a shorter oval running counterclockwise with extreme banking? It'd be fun with some of the race cars that I have.

Thanks :cheers:
 
10 seconds into the video and I am already impressed @eran0004
I can't wait to see a version of the interface that we could use.
I've been tweaking with anchors to get little humps in the road like that. Very hard.
Keep up the awesome work. :D
 
I added a blue delta slope graph to the interface.

Slope is the rate of elevation change (for instance, a hill that climbs 1 meter vertically for every 10 meters horizontally has a slope of 0.1, or 10%).

Delta slope is the slope change. If the current section has a slope of 0%, and the previous section has a slope of 10%, then the delta slope is 0-0.1 = -0.1, or -10%. In essence, delta slope is a bit like a g-force meter: if the delta slope is negative, the momentum of the car wants to lift it from the road when entering the section, and push it down if delta slope is positive.

So the delta slope helps you identify bumps in the road, so you can decrease (or increase) them.



I have a little request.

If it isn't too much trouble for any of the pros here, would it be possible for one of you to make a shorter oval running counterclockwise with extreme banking? It'd be fun with some of the race cars that I have.

Thanks :cheers:

I'll see what I can do. Banking is a little tricky to get right though, it's not always that you get a smooth transition.
 
@hexgraphica here are the .apks for those:

https://dl.dropboxusercontent.com/u...olyphony.GTCourseMaker_1.0.2_NoChecks (1).apk

https://dl.dropboxusercontent.com/u...y.GTCourseMaker_1.0.2_NoCheck_StraightMod.apk

Most everything you need is either in this topic or the height maps topic. You'll have to delete your existing TPE .apk before installing the modified ones. Sadly you'll lose any courses you've created with the old version from your Android device, BlueStacks, or what ever you are using.
 
@hexgraphica here are the .apks for those:

https://dl.dropboxusercontent.com/u/30999812/GT6/.apk files/jp.co.polyphony.GTCourseMaker_1.0.2_NoChecks (1).apk

https://dl.dropboxusercontent.com/u/30999812/GT6/.apk files/jp.co.polyphony.GTCourseMaker_1.0.2_NoCheck_StraightMod.apk

Most everything you need is either in this topic or the height maps topic. You'll have to delete your existing TPE .apk before installing the modified ones. Sadly you'll lose any courses you've created with the old version from your Android device, BlueStacks, or what ever you are using.

Thanks a lot. I've tried the first link, not sure if the second one is the same apk. Is there a version like the one you linked but still with the crossing/overlay warning?
 
@eran0004 Can you please post the source code? :bowdown::bowdown:

Well, it's a tricky question. It seems to be okay to share modded APK's, but the elevation editor works in a different way. Rather than indirectly modding tracks by modifying the official app (thus modifying the tools for creating tracks), this method directly modifies the track data (it's a tool for editing tracks). What makes it a more complicated matter than the APK's is that the current method used to extract the files makes it possible to copy someone else's track and upload it as your own, something that the modded APK's doesn't do as far as I know.

So I guess it's a matter of how important the authorship of these tracks are. Not just for the people interested in track modding, but for the entire TPE community. Would you be okay with someone else putting his or her name on a track that you have created? And perhaps weigh that against the benefit of having control of the elevation. Is it worth potentially sacrificing the authorship of your tracks to gain elevation control, and is it something that everyone can agree on?

So as you can see, it's a bit of a dilemma.

Edit: The elevation tool itself doesn't extract the TED files, so sharing only my code wouldn't cause any harm. However, without the extraction and upload tools it's also completely useless.
 

Latest Posts

Back