Modified Track Path Editor + Tracks/Discussion

@PinKPanther & @PR1VATEJ0KER you should both join us online for some jumping fun :)

Also I was thinking of running a friendly modded track championship between us all. Because although I've made 29 of the things, I've not actually had a proper race with them online, I've only really tested them on my own or against the AI before release.

Room open.
150mph+ FIGURE OF 8 JUMP TRACK.
1472-4711-0167-3381-4688
 
Last edited:
@Mr Grumpy I have a club for custom track TTs. This way, even if you are not online at the same time, you can try for the fastest time. See what the fastest cars are for the regulations. The events run long, so a lot of people can set a time before the final result.

Hosting a Public Lobby is a good way to gather PSN Friends and a few randoms. I used the title "gtplanet.net Custom Tracks" and set the room type to "Lets share tips and information". It attracted nice people, plus a couple of trusted PSN Friends after I messaged them.

Track of the Week could be turned into a Club Event Time Trial in the rarely used GT Planet official club? The staff could set each TT to run 4 weeks. Start with the most recent 5 to get it going.

It could become like GTP Weekly Race Series Time Trials and maybe host a scheduled racing series in their style, too? Keeping the game fresh with novel tracks, adding to the normal car choices and event format. Easier said than done, of course. Something to keep people interested until GT Sport, though.
 
Last edited:
Here you fella, enjoy :)



Hello Everybody.

Totally noob question, my apologies, as i am super late to this thread, but regarding these modded tracks. If they are set to share, i can simply add them as i would any other track or do i need something specific in my GT game at all ? Might sound ridiculous, but not ever tried a modded track before and didn't want to go bowling in downloading people's hard work and have it not load on my game is all. Only want them for single player offline :) There looks like so much fun to be had again !

Thanks again.
 
Kinda offtopic also, i wonder if there is a way to load those hidden tracks via the track editor feature.

Don't think it's possible.

These editor tracks are formed on top of the sceneries. The sceneries are in the specdb in the courses table, just like the main tracks but tpe tracks aren't. Their files are in the 'course' (or was it 'crs'? Can't remember) -folder while the track path editors sample tracks are in the 'ted' -folder.

And the files are completely different...
 
Too bad all these created custom tracks can't be save on our console, only online to extract them from their server.:grumpy:
 
Any way to transfer the tracks via USB?
Logically speaking, it should be the same principle as an Image file.
You fool the system into thinking that it's an actual CD/DVD.

So can it be made that it would recognize the USB file transfer as a track download?
 
Don't think it's possible.

These editor tracks are formed on top of the sceneries. The sceneries are in the specdb in the courses table, just like the main tracks but tpe tracks aren't. Their files are in the 'course' (or was it 'crs'? Can't remember) -folder while the track path editors sample tracks are in the 'ted' -folder.

And the files are completely different...

Damn. Haven't looked in files for a while. However i'm pretty sure there is a way somehow. Maybe a SPECDB edit..
 
Damn. Haven't looked in files for a while. However i'm pretty sure there is a way somehow. Maybe a SPECDB edit..

I've had access to those tracks for ~2 years. I know of two working methods. Save edit and menudb.dat edit. I recall specdb edit wasn't working but that could've been completely my editing error and haven't bothered with it since already had other working methods.

I've already shared an offline save with all cars in garage and these hidden tracks unlocked (on another forum due to not sure if it's allowed here).
 
@Mr Grumpy I downloaded off your profile the figure 8 track but I cant help and wonder where did the other figure 8 track go, the one shown in the pictures. I'd like to try that one out too.
 
@Mr Grumpy I downloaded off your profile the figure 8 track but I cant help and wonder where did the other figure 8 track go, the one shown in the pictures. I'd like to try that one out too.

Got deleted mate due to the pit bug (you couldn't leave the pits) someone else might have it but I doubt it now the new one's out.
 
Got deleted mate due to the pit bug (you couldn't leave the pits) someone else might have it but I doubt it now the new one's out.
I was still hoping to try it since it has a way bigger jump in terms of altitude. From the ground anyways haha.

But man its so fun. I hope eran comes back soon. If we learn to do this on our own I'll make legitimate Mario Kart tracks plus lost GT1-4 courses.
 
I've had access to those tracks for ~2 years. I know of two working methods. Save edit and menudb.dat edit. I recall specdb edit wasn't working but that could've been completely my editing error and haven't bothered with it since already had other working methods.

I've already shared an offline save with all cars in garage and these hidden tracks unlocked (on another forum due to not sure if it's allowed here).

Already have it :P (i'm also part of that other forum). If only q-k was still around...

Anyway, nuff offtopic! :D

@Mr Grumpy: Tested your new track the other day with a friend of mine, it's pretty cool actually. For some reasons it attracted a lot of drifters. Those guys love it! Sadly the overlapping grass before the finish line makes the game reset your current drift points.
 
Already have it :P (i'm also part of that other forum). If only q-k was still around...

Anyway, nuff offtopic! :D

@Mr Grumpy: Tested your new track the other day with a friend of mine, it's pretty cool actually. For some reasons it attracted a lot of drifters. Those guys love it! Sadly the overlapping grass before the finish line makes the game reset your current drift points.

I would like to get that track modded & my monza full flat circuit aswell but I need to get a new cheap laptop first then I can start learning.
 
This idea just came into my head. Seeing the track files are in the replay folder, would it be possible to extract the custom tracks from GT5 using the same process, then transfer them over to GT6?
 
This idea just came into my head. Seeing the track files are in the replay folder, would it be possible to extract the custom tracks from GT5 using the same process, then transfer them over to GT6?
I think GT5 & GT6 have different save archectures that it wouldn't be good to do that.

It sounds possible, but we don't have Toscana (Tarmac) & the original Eifle custom tracks, including some others.
 
I think GT5 & GT6 have different save archectures that it wouldn't be good to do that.

It sounds possible, but we don't have Toscana (Tarmac) & the original Eifle custom tracks, including some others.
We don't have those themes anymore, but my theory is being able to extract the track layout and elevation data of the old track, and place it in a GT6 theme.
 
We don't have those themes anymore, but my theory is being able to extract the track layout and elevation data of the old track, and place it in a GT6 theme.
Guess so, but GT5 may place the data differently. They may have similar database files, the only difference is that those tracks had different elevation change per track. While GT6 it's the same for every track.
 
Guess so, but GT5 may place the data differently. They may have similar database files, the only difference is that those tracks had different elevation change per track. While GT6 it's the same for every track.

I thought about this as well. Although, you pinpointed how each track you can create on GT5 has different topography. It would be nice to work with Aso and Toscana like we do with the current themes. Guess we'll have to wait and see what happens to the TPE when GT7 comes out.
 
A couple quick questions about the modified editor: First, I downloaded the "no checks/any length" file, installed it on Bluestacks, and it's working pretty well. So far the only thing that has crashed my PS3 has been tracks on Eifel Flat. It seems like Eifel Flat is the only setting where long tracks cause a crash. When I have more time i'm going to try a few lengths to see just how long is too long. Any advice?

Second, on any setting, what's the best method for making crossovers that don't cause the car to either A) Get stuck in the crossing track or B) Jump wildly into the air.

I apologize if this has been answered somewhere else. Thanks!
 
1. If you want to make really long tracks, use Andalusia around 35km / 22miles give or take. It's the most stable map of them all.
Eifel & Eifel flat are very large maps which puts alot of strain on the old ps3 so limit tracks to 25km / 15miles give or take.
Cant really say what the limit is on Death Valley as I hardly use it because I think it's **** lol, fake hollow mountains & invisible trackside barriers :(

As for track crossovers... WARNING..... BIG HEAD MOMENT :) (I am a bit of an expert in this department lol) it's a combination of reading the elevation on the map & blind luck with a few anchors thrown in to help push the track up or down a bit.

Here's a link to my tracks so you can see all the long & crossover tracks that are possible when done correctly.

https://www.gtplanet.net/forum/resources/authors/mr-grumpy.256315/ 2 pages.

Hope this helps & enjoy :)
 
Absolutely helps! I've noticed that crossovers involve a bit of luck and testing before they work. Since anchors set in close proximity make the track follow the terrain more closely, one could have a few close anchors and the other could have a couple anchors far apart. That nudges the elevation.

Anyways, you guys rock. Thanks for the advice!
 

Latest Posts

Back