Modified Track Path Editor + Tracks/Discussion

re you ready eran :) here we go lol
as you can see from all editor's the track length is 4200 & flat
Wow, from your screenshots it's looking like track making is an intimidating technical condundrum. :eek: ;)
:sly: :cheers:
alchemy-002.jpg


BTW: I didn't find the time to work on the ted-editor as i will be switching jobs soon (the ted-editor came up in the interview though... :sly:). I tried some approaches for the road and deco placements that didn't work out. I hope i can make it work in this way now: Divide the track into ~100m long segments into which you can place the road elements, along with some finicky trickery to handle the start/end segments of sand pit road elements and some even more finicky trickery to make sure the placed road segments don't fall apart when scaling or altering the track geometry. The deco elements will be handled similarly with some strip along the track which length is a multitude of the deco element. This strip contains a number of deco elements with equal length like trees or curbs and can be placed and shifted anywhere. The idea is that you can place curbs in some corner, alter the track and the curbs are still at the corner you placed them.
 
When I get some free time (most likely when I return to home) today, I'll rework the OP and look through all the pages to include tracks and resources. 👍
 
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So what would you guys suggest with android emulators? I'm not sure if I should trust Blustacks, as I think it might have played a major role in my last HDD going corrupt.
 
So what would you guys suggest with android emulators? I'm not sure if I should trust Blustacks, as I think it might have played a major role in my last HDD going corrupt.

Yea, I've been thinking something similar after my old HDD failed. I have a new laptop now, and don't want to run the risk of screwing it up.
 
You guy's don't really need the TPE now with @tarnheld's editor, it's got a base track preloaded on Andalusia which you can then import an image & make a track with.

Then you can change the theme to whatever theme you want using @Razerman's ted-editor & my code sheets.

Then you got @eran0004's elevation editor which is built into @tarnheld's editor along with a banking editor & finally upload it to GT6 from there aswell.

All done on a PC with no android/ios devices or emulators :)

Everything you need is right here :)
https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/
 
You guy's don't really need the TPE now with @tarnheld's editor, it's got a base track preloaded on Andalusia which you can then import an image & make a track with.

Then you can change the theme to whatever theme you want using @Razerman's ted-editor & my code sheets.

Then you got @eran0004's elevation editor which is built into @tarnheld's editor along with a banking editor & finally upload it to GT6 from there aswell.

All done on a PC with no android/ios devices or emulators :)

Everything you need is right here :)
https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/

I've not used Bluestacks for ages, started using a different VM a while back, Leapdroid.
Which is now basically defunct anyway. They've been 'GOOGLED' up.........:lol:

(Might just me, but that does sound a little reminiscent of the early days of a certain Mr Gates....:odd:)
 
So as long as we can have overlap, doesn't that make it possible to have a city circuit 90° turn? That is assuming the game checks progress from checkpoints, and that the checkpoints are placed on-track.

To illustrate - assume check point is not on "high ground":

angle.png
 
So as long as we can have overlap, doesn't that make it possible to have a city circuit 90° turn? That is assuming the game checks progress from checkpoints, and that the checkpoints are placed on-track.

To illustrate - assume check point is not on "high ground":

View attachment 622142

I don't quite understand what you're asking but 90° turns @8r radius are fine for us racing on a street circuit but the AI wont like it & baring in mind that a corner like that will be about 10mph if that.
 
I don't quite understand what you're asking but 90° turns @8r radius are fine for us racing on a street circuit but the AI wont like it & baring in mind that a corner like that will be about 10mph if that.
I thought of another way to say it: do a corner with turn radius that approaches zero.

Granted, the AI won't work. :/
I thought of the gradient just to 'guide' a player to the direction illustrated by the arrow.
 
I thought of another way to say it: do a corner with turn radius that approaches zero.

Granted, the AI won't work. :/
I thought of the gradient just to 'guide' a player to the direction illustrated by the arrow.

That 8r radius was based off a 15m track without decreasing the bend radius. If you were to create it with a 6m track & then decrease the bend radius I'm sure you could get it to 4r maybe. But it would just be too slow & undriveable.

EDIT: here you go, a 90° bend on a 6m track with decreased bend radius @3r
Screenshot_2017-01-21-12-39-07.png
 
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It might be possible to place a straight after another straight and get a 90° street corner that way. I did that by mistake once, but it was only about 45°.

You'd have to create the file manually though because I'm not sure if the TED editor allows it.
 
The blocks are about 100 by 100 meters and the track goes around 8 of them that are in sequence. Or it's one 800x100 block visually.
I actually shared this one, but I'll put it up on here as well. Maybe today.
resource: Block 8*1

It's a nice track, sometimes less really is more :)

Had a lot of fun going around the tight corners in my little Fiat. The timing finish line is about a hundred meters after the visual finish line though, is that on purpose?
 
I just wanted to say I am in awe of the progress made by everyone, be they file-format sniffers, coders, content creators and testers all alike, in improving the custom track experience! Well done! Can't wait to try it all out again for myself now :D
 
Had a lot of fun going around the tight corners in my little Fiat. The timing finish line is about a hundred meters after the visual finish line though, is that on purpose?
Thanks. No, I think I know what happened. I decided to make do with as many control points as I put in the original, and thus had to edit the length of the start&pit-bit. It occurred to me I didn't test if there's a problem with the whole pitstop procedure. [edit: broken it is]

Why I didn't want to add a point is because I've had some false starts with the whole editing thing and so I'm unsure if that works, or what the catch-22's are.
 
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Thanks. No, I think I know what happened. I decided to make do with as many control points as I put in the original, and thus had to edit the length of the start&pit-bit. It occurred to me I didn't test if there's a problem with the whole pitstop procedure. [edit: broken it is]

Why I didn't want to add a point is because I've had some false starts with the whole editing thing and so I'm unsure if that works, or what the catch-22's are.

Just put Start line to 0 in the editor (I think by default it's always about 350), then no matter where you move it to or how small you make it, it will always be on the line.
 
Can the track which have been done be reduce to a smaller size by % ?. Hope it can . Too bad I don't have a PC , just an android tablet :banghead:.
 
Hey guys, I'd like to get working on some tracks using the ted-editor, but I've run into a small problem. After uploading a track to the game, the game freezes when I try to import it. Twice I've tried uploading the default track that comes with the editor, but the game froze both times on import. One of those times, before uploading, I tried hitting 'R' twice to recalculate elevation in case the elevation data wasn't right for some reason. But it still didn't work. Any ideas what I might be doing wrong? I'm using Python 3.5.3, and everything seems to be working perfectly except for the import. I haven't used a hex editor to modify anything. (Maybe I need to?) After the freeze, I used the vanilla TPE on my tablet to upload a track and importing to the game worked fine, but going back to the ted-editor, I can't get the game import to work for any track.
 
Hey guys, I'd like to get working on some tracks using the ted-editor, but I've run into a small problem. After uploading a track to the game, the game freezes when I try to import it. Twice I've tried uploading the default track that comes with the editor, but the game froze both times on import. One of those times, before uploading, I tried hitting 'R' twice to recalculate elevation in case the elevation data wasn't right for some reason. But it still didn't work. Any ideas what I might be doing wrong? I'm using Python 3.5.3, and everything seems to be working perfectly except for the import. I haven't used a hex editor to modify anything. (Maybe I need to?) After the freeze, I used the vanilla TPE on my tablet to upload a track and importing to the game worked fine, but going back to the ted-editor, I can't get the game import to work for any track.

Can you PM me one of the ted files you tried to import?
 
Twice I've tried uploading the default track that comes with the editor, but the game froze both times on import. One of those times, before uploading, I tried hitting 'R' twice to recalculate elevation in case the elevation data wasn't right for some reason. But it still didn't work.

You will have to use a ted file that comes from the TPE, as the ted-editor is missing checkpoints, roads and decos. All ted files that come straight out of the ted-editor and were not imported from an original TPE track are missing checkpoints, roads and decos. You will have to add them manually by using hex-editing for now. Still working on the full support of those missing stuff...
 
You will have to use a ted file that comes from the TPE, as the ted-editor is missing checkpoints, roads and decos. All ted files that come straight out of the ted-editor and were not imported from an original TPE track are missing checkpoints, roads and decos. You will have to add them manually by using hex-editing for now. Still working on the full support of those missing stuff...
That explains a bunch of my questions. I loaded the example.ted file included in the ted-editor and successfully imported it. Thank you! I have some experimenting to do...
 
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