Modified Track Path Editor + Tracks/Discussion

Oh god. I remember QK talking about that a while ago on some "other" forum. If that could be really used, it'll be fun (but also a big mess.)

I can't recall whatever I posted "there" :embarrassed: Ages ago :D
Might be possible, but I agree: It WOULD be a big mess. Still, I must admit: I'd like to see what PD's code would then pull off :D
If you'd like to discuss it in more detail, PM me here or "there" ;)

The format of the tracks in GT3 is so different that I can't even imagine how much work it would be, if even possible.

Pulling x/y/z coordinates/polygons from GT2/GT3/GT4 courses is easy. But I don't know if that would really help here.. TPE is quite another beast. Also, if @Mr Grumpy has already converted an old track, why reinvent the wheel?

I always find a way to break GT6 :lol:

I can do that, too :D

..

Back on topic:

It is awesome to see that GT6 still isn't been fully abandoned by the community. To see that people are still interested in getting into its secrets. You guys haven't given up on the frachise yet, like I did. But that's another story..

Thumbs up for everyone still enjoying the game 👍
 
Pulling x/y/z coordinates/polygons from GT2/GT3/GT4 courses is easy. But I don't know if that would really help here.. TPE is quite another beast. Also, if @Mr Grumpy has already converted an old track, why reinvent the wheel?

I think that what @nascarfan1400 meant is converting the GT3 track to GT6 with the surroundings etc.. Not create it with TPE. But as the GT3 track file doesn't contain all the information GT5/GT6 tracks have, I would think it's not going to be easy (or like I said, even possible)?

Code:
Tokyo R246:
GT3: 3,99 MB
GT6: 69,0 MB

Not looking for all the compressions they might or might not have but still a big difference.

EDIT:
And not quite sure how many of the files are actually needed for the track to be driveable.

Or would they carry the old track code with them and it would read the GT3 file regardless of how back then it was 1 file and now there is multiple :D? I seriously doubt that.
 
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Here is the track. I sampled the elevation profile from Google Earth, which is not super accurate, but perhaps close enough:

https://www.gran-turismo.com/us/gt6/user/#!/friend/eran0004/course/2494182/

Here is the Excel chart I made when sampling the elevation profile, it shows the track in a top-down view. The labels indicate track length and elevation, it's about 420 meters elevation change from start to finish.
mount_excel.png


I also started adding some decorations, but it took so long that I abandoned it after about half a kilometer :P

And while working on this I also discovered two flaws with the elevation editor, so I corrected those as well:
  • The bounding box (scrollable area of the window) no longer expands to includes the slope graph, only the height data points. This is to avoid excessive bounding box expansion when you're working with big elevation changes.

  • The flatten tool ("F" keyboard command) now correctly uses the same z-range as the brush (meaning it will now grab height data points also when they're above or below the range visible in the default window).
You can find version 1.0.3 in the attached zip file.
 

Attachments

  • elevation editor 1.0.3.zip
    6.8 KB · Views: 37
Here is the track. I sampled the elevation profile from Google Earth, which is not super accurate, but perhaps close enough:

https://www.gran-turismo.com/us/gt6/user/#!/friend/eran0004/course/2494182/

Here is the Excel chart I made when sampling the elevation profile, it shows the track in a top-down view. The labels indicate track length and elevation, it's about 420 meters elevation change from start to finish.
View attachment 587696

I also started adding some decorations, but it took so long that I abandoned it after about half a kilometer :P

And while working on this I also discovered two flaws with the elevation editor, so I corrected those as well:
  • The bounding box (scrollable area of the window) no longer expands to includes the slope graph, only the height data points. This is to avoid excessive bounding box expansion when you're working with big elevation changes.

  • The flatten tool ("F" keyboard command) now correctly uses the same z-range as the brush (meaning it will now grab height data points also when they're above or below the range visible in the default window).
You can find version 1.0.3 in the attached zip file.
Thank you! I'll check it out in a bit after I delete a track, this track save limit is too low:banghead: and glad that it also helped out in the tools development:cheers:
 
I think that what @nascarfan1400 meant is converting the GT3 track to GT6 with the surroundings etc.. Not create it with TPE. But as the GT3 track file doesn't contain all the information GT5/GT6 tracks have, I would think it's not going to be easy (or like I said, even possible)?
[..]
Or would they carry the old track code with them and it would read the GT3 file regardless of how back then it was 1 file and now there is multiple :D? I seriously doubt that.

Ah ok. Unless someone steps up and fully investigates the format of all files being used for the courses (for GT3 and GT6), it is a no go.
I remember both GT2 (PS1) and GT3/GT4 have a very specialized file format, with data being very near to what the Graphics Processor of each Console could handle fast and well. At least it was the case with GT2 (and there to extreme extents), but if I recall correctly I've seen some "GPU" things in the course files of GT3/GT4 as well.
Besides that, there are also some similarities in the files (which would explain why things can "pop in" while driving). I'd expect these similarities to still be valid with GT5/GT6, though it is nothing I'd like to look into.

But I think I can't talk about more details here, I'm already offtopic again. Pardon me :)
 
any brave souls been able to create the 96 hours of hell yet?

It'll never happen sadly, It's just too big.
Even if you scale it down to the 35km limit you'll run out of anchor's (100 max) long before the end of the track.
Then even if you manage that the PS3 might not be able to cope & it'll just crash each time.
Believe me I've tried a few times & I know how to make a big track, after all I did create the Isle of Man TT course :)
 

Thought it was a bit quiet around here :)
I knew someone was upto something :)

Erm... what is it Tarn ? lol

Edit: Did you alter the pit straight into a curve via the xy positions ?

If so, how are you finding the curved pits ? Because I hit the same problem as eran that there's an invisible mesh. So although the pits looks curved there's actually an invisible straight wall where the pit wall used to be, or they just simply didn't work at all.
 
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Erm... what is it Tarn ? lol

A skimpy rework of the original track editor, so far only the track control points can be altered, much like the original. (The blue handles in the pic can be moved and the yellow handles are there to change the orientation of the track at the blue handles) Plus you an move or rotate the whole track or any selection of control points (scale follows Soon). It's very rough for now but import and export of ted files is possible. Placement of decoration and change of road appearance is next on my list, with better control over what is placed where (road with rocks, road with houses etc.) But it will take a while to get it all right. :)

If so, how are you finding the curved pits ? Because I hit the same problem as eran that there's an invisible mesh. So although the pits looks curved there's actually an invisible straight wall where the pit wall used to be, or they just simply didn't work at all.

Right now i have invisible and visible walls too. I think it's because the track length and thus the position of the road segments are altered by altering the control points. The start and lengths of the segments and the number of fine divisions are saved in a different part of the ted file and need to be recalculated to fit to the track curve, i'm in the process of doing that and i am confident that curved home "straights" are a possibility — the actual curved pit lane and buildings look quite right. :dopey:
 
A skimpy rework of the original track editor, so far only the track control points can be altered, much like the original. (The blue handles in the pic can be moved and the yellow handles are there to change the orientation of the track at the blue handles) Plus you an move or rotate the whole track or any selection of control points (scale follows Soon). It's very rough for now but import and export of ted files is possible. Placement of decoration and change of road appearance is next on my list, with better control over what is placed where (road with rocks, road with houses etc.) But it will take a while to get it all right. :)



Right now i have invisible and visible walls too. I think it's because the track length and thus the position of the road segments are altered by altering the control points. The start and lengths of the segments and the number of fine divisions are saved in a different part of the ted file and need to be recalculated to fit to the track curve, i'm in the process of doing that and i am confident that curved home "straights" are a possibility — the actual curved pit lane and buildings look quite right. :dopey:

The idea of being able to move the whole track to another part of the map is brilliant. Why PD didn't include that option in the original I don't know. Would've saved alot of rebuilding time.

Glad to see this part of GT6 is still active. I thought everyone had buggered off to play FH3 lol.
 
Curved pit lane works! Managed to recalculate all positions of the segments, road and decoration and all seems to fit together, no invisible walls. Can even pit in online mode. For now i replaced the heights with a single value making the whole track flat as i can't access the height maps yet. You can try the (rather uninspiring) track here:

https://www.gran-turismo.com/de/gt6/user/#!/friend/tarnheld/course/2508748/

I will share the unofficial GTPlanet TED Editor Soon™, after i cleaned up and polished the code a bit and added some missing features.
Stay tuned. :gtpflag:
 
Curved pit lane works! Managed to recalculate all positions of the segments, road and decoration and all seems to fit together, no invisible walls. Can even pit in online mode. For now i replaced the heights with a single value making the whole track flat as i can't access the height maps yet. You can try the (rather uninspiring) track here:

https://www.gran-turismo.com/de/gt6/user/#!/friend/tarnheld/course/2508748/

I will share the unofficial GTPlanet TED Editor Soon™, after i cleaned up and polished the code a bit and added some missing features.
Stay tuned. :gtpflag:

Your next challenge if you choose to accept it is......... try to get the pit lane working on the opposite side of the track :)
I tried & failed, well I managed to get the pit lane on the opposite side but the auto drive still throws you out the correct direction..... So yeh, I guess I did fail lol :)
 
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Update time, here is version 1.0.4 of the elevation editor!

:gtpflag:

Changes:
  • A new "smoothen" option was added. You can find it under Edit > Transform. This tool provides a quick and easy way to make the elevation changes smoother, by dividing the track into a number of slopes and then rounding off the corners between these slopes.

Here is an example, where a pyramid shaped crest (blue) has been rounded off to a nice arc. The dotted blue lines show the guidelines used by the algorithm to calculate the arc:
roundcorners06.png
 

Attachments

  • elevation editor 1.0.4.zip
    8.6 KB · Views: 33
Update time, here is version 1.0.4 of the elevation editor!

:gtpflag:

Changes:
  • A new "smoothen" option was added. You can find it under Edit > Transform. This tool provides a quick and easy way to make the elevation changes smoother, by dividing the track into a number of slopes and then rounding off the corners between these slopes.

Here is an example, where a pyramid shaped crest (blue) has been rounded off to a nice arc. The dotted blue lines show the guidelines used by the algorithm to calculate the arc:
View attachment 593376

How many height points does the arc span across eran? (min - max)
 
How many height points does the arc span across eran? (min - max)

Counting only the height points that are actually moved to form the arc (the end points of the arc remain at their original position), the minimum is 3 height points and the maximum is 17 at the current settings. Those settings can be changed to a minimum of 1 while theoretically there is no upper limit.
 
Counting only the height points that are actually moved to form the arc (the end points of the arc remain at their original position), the minimum is 3 height points and the maximum is 17 at the current settings. Those settings can be changed to a minimum of 1 while theoretically there is no upper limit.

Nice :)
Ive been doing it manually where the arc tool can't & I normally use blocks of 5 or 10 shifting 2 at a time either way from the centre point. It can span from 50 to 100 points to make a really smooth curve & take a bit of time.
 
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