Modified Track Path Editor + Tracks/Discussion

Before I go playing around has anyone tested the minimum/maximum number of road elements?
16 should be the minimum for a loop.
6x 100m for the S/F straight
2x 50m for the 1st 180° turn
6x 100m for straight back again
2x 50m for the 2nd 180° turn to complete the loop

As for maximum at a guess 525 ish based on a 35000m track with a 50/50 split of 50m turns & 100m straights, rough guess :)
I could take a look at my Isle of Man track for an idea though.

Edit: My IoM has 375, obviously more 100m bit's than 50m bit's.
 
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Before I go playing around has anyone tested the minimum/maximum number of road elements?

I added a slider to the layout creator to change the length of the road elements, and I found this (at Eifel):

No matter how long or how short a road segment is, it always has the same number of mesh subdivisions. This means that with a shorter road length you get higher resolution (more mesh subdivisions per meter). This applies to corner arc resolution, banking resolution and elevation resolution.

Of course, the higher the resolution the shorter the loading distance, so at 10 meter road length for instance you don't get high resolution textures until you are very close to the road segment.

I would suggest staying close to the default road length of 50 meters (at Eifel), perhaps take it down a bit if you want a little smoother roads.
 
16 should be the minimum for a loop.
6x 100m for the S/F straight
2x 50m for the 1st 180° turn
6x 100m for straight back again
2x 50m for the 2nd 180° turn to complete

Didn't go super small while playing around but depending on the radius of the turn you could get away with probably 7-8 with working pits.

5x XX Meters Pit straight - Somewhere between 25-50, 25 doesn't work I don't think but I only tested on a curve. I say 5 because the Circuit SF6 isn't required.

1x turn - could be part of the straight too making the back straight optional.

The length of the track and desired resolution of the mesh subdivisions like @eran0004 stated would be the limitation.

Without pits you could do 3 barring the same length/resolution caveat. Only P2P Start2 is required.

All tests at Eifel only.

I added a slider to the layout creator to change the length of the road elements, and I found this (at Eifel):

No matter how long or how short a road segment is, it always has the same number of mesh subdivisions. This means that with a shorter road length you get higher resolution (more mesh subdivisions per meter). This applies to corner arc resolution, banking resolution and elevation resolution.

Of course, the higher the resolution the shorter the loading distance, so at 10 meter road length for instance you don't get high resolution textures until you are very close to the road segment.

I would suggest staying close to the default road length of 50 meters (at Eifel), perhaps take it down a bit if you want a little smoother roads.

This was what I found last night though straights aren't so bad stretched. You can also have gaps between the roads of at least 5 meters without the game crashing. I found that by accident but it should prove useful in counting the mesh subdivisions just to check the differences between all road types. Then some math can be applied to get the desired result.

Other crash inducing testing was done last night which was interesting.
  • Like I stated above the 6th pit straight road doesn't seem to be required or seem to have any graphical difference than a normal road.
  • P2P start 2 is the only required road to get a track to load without pits.
  • Int flag funneling is awesome int0 25m solid > int0 25m solid > int2 150m transition > int2 50m solid > int2 75m transition > int0 25m solid > int0 25m solid.
  • Seems like you need 2+ int0 followed by 2+ int2 to get desired effect. If only 1 int0 you get what @Mr Grumpy showed in his picture above.
  • Whilst resolution concerns apply I did this in upwards of 250 meter sections with no crashing making long tightening turns possible as well as long opening sections.
  • We know from previous tracks pits can be duplicated but also individual pieces of the pit can be to a certain extent. Very crash inducing so I couldn't get any numbers had up to 3 in a row I believe. PS1 > PS2 > PS2 > PS2 > PS3 > PS3 > PS3 ect. While it didn't crash the game I was playing on curves and the wall mesh wasn't aligned correctly.
  • 0 meter mark does not need to be used as the roads will automatically transition from end to start of the circuit. This includes the pits. Eg. PS1 2525, 50 > PS2 50, 175 ect.
  • I suck at banking height and transitions. Please point me to more indepth discussion on that section.
All I have for now, I'll update if I remember anything else from crash night.
 
Of course, the higher the resolution the shorter the loading distance, so at 10 meter road length for instance you don't get high resolution textures until you are very close to the road segment.
For a long straight, might it be useful to use long road segments to reduce pop-up? For example, Mr Grumpy, perhaps you could use this to get rid of the nasty pop-up at Stavelot in your 60's Spa track?
 
For a long straight, might it be useful to use long road segments to reduce pop-up? For example, Mr Grumpy, perhaps you could use this to get rid of the nasty pop-up at Stavelot in your 60's Spa track?

Maybe, but you'd sacrifice elevation and banking resolution, so I would only use it when the bank angle is small and when the track is more or less flat.
 
Does it override the height points or is it a visual only thing?

It seems like the height points are sampled when the mesh is constructed. So if you have one height point at 200 meters and another at 205 meters, and then a mesh line at 202 meters then it interpolates between the two height points to find the height value for the mesh line. That explains why when you make regular bumps in the elevation data they sometimes appear irregular on the actual track.

Edit: Basically, cp, bank and height data is only for describing a path. The road data is where you "populate" this path with a mesh, and the accuracy depends on the resolution (in this case the length) of the mesh.

Edit 2: decorations have their own resolution, but follow the same path. That is why you sometimes see curbs that doesn't exactly follow the shape of the road.
 
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Interesting note to keep in mind @eran0004 thanks.

@Mr Grumpy can you talk about the bend in the Highlands pit lane? What degree is the angle of the bend? Which road of the pit lane did you bend? Is it bent at a joint between roads? Have you found any pitting issues?
 
Wow loads of workings out while I've been at work, good job people's :cheers:

@NingDynasty you are correct, you only need sprint part 2 or loop start 4 for your track to load (essentially you need a starting line).

Again you are correct, loop part 6 does nothing & can be replaced with any road type, however if you remove it then you get graphical deformation on the side of the building of loop part 5 (makes the side of the building look like slough from the Goonies).

Stretching the road to far above 200m on a banked curve can cause unnatural bumps which can unsettle any car.

Regarding bending the pits, that's still a dark magic (as @eran0004 puts it) that I haven't fully worked out, the slightest metre here or there can fudge the whole thing up. What I do know is that part 4 & 5 have to be the same length otherwise the car will exit to early into the wall or to late into the barriers.

I have not had any issues with pitting because I spend alot of time testing this particular issue before general release.

@Kornepheros regarding pop up, draw distance is draw distance mate, it don't matter if I have 10x 100m roads or 5x 200m roads if the ps3 can only load a 1000m into the distance then that's that. If we made a piece of road at 500m or even a 1000m it could have the adverse effect of not loading the entire segment until your close enough or even worse actually on the segment itself.
 
Regarding bending the pits, that's still a dark magic (as @eran0004 puts it) that I haven't fully worked out, the slightest metre here or there can fudge the whole thing up. What I do know is that part 4 & 5 have to be the same length otherwise the car will exit to early into the wall or to late into the barriers.

I have not had any issues with pitting because I spend alot of time testing this particular issue before general release.

:-p yes of course it is which is why I'm asking. I'd love to have a peek at the ted file...

Also here is my updated 010 Ted File Template for Eifel. I've added all of the deco and roads as enums so you can select them with the drop down instead of manually copying and pasting the codes from @Mr Grumpy's file.

Eifel Ted File 010 Editor Template

If someone can send me the raildef files from Andalusia and the hated Desert Death Valley I'd be happy to do the same for them.
 
:-p yes of course it is which is why I'm asking. I'd love to have a peek at the ted file...

Also here is my updated 010 Ted File Template for Eifel. I've added all of the deco and roads as enums so you can select them with the drop down instead of manually copying and pasting the codes from @Mr Grumpy's file.

Eifel Ted File 010 Editor Template

If someone can send me the raildef files from Andalusia and the hated Desert Death Valley I'd be happy to do the same for them.

All rail def files can be found in @tarnheld's editor folder (which I presume you have already) ?

As for my Highlands ted file, by all means take a look mate :)
 
Made the tunnel :)

https://www.gran-turismo.com/es/gt6/user/#!/friend/eran0004/course/2693006/

The roads doesn't cross at a right angle, so I had to make the tunnel a little wider to make sure it didn't block the exit. I'll add some trees later on to cover the sides.

Why is there a diamond on your track ?
20170216_004411.jpg
20170216_004418.jpg

Do I win anything lol :)
 
That same effect - or close - can be seen on the last straight (ascending) of Apricot Hill and at least one other bundled track. Maybe there's more in less obvious locations.
 
That same effect - or close - can be seen on the last straight (ascending) of Apricot Hill and at least one other bundled track. Maybe there's more in less obvious locations.

I've seen them on most tracks. But they don't always appear. I guess it's some graphics glitch that occur when a track is loaded.
 
Also, somehow, the servers on PSN kept my last track data I was trying to upload and save before my last PS3 quit on me (early to mid 2016).

I believe the track you upload with either official APK or with the external tools, goes to the same place as the tracks you have actually saved using PS3. And the PS3 only updates the status from 0 -> 1 (unshared) or 2 (shared), creates a photo and adds the comment + some more data you can see in the example below.

So the track you upload will stay there (ready to be downloaded by the ps3) as long as you either re-upload some other track or save it with PS3.
Example data: https://jsonblob.com/4d8526ca-f458-11e6-901d-7fb9d31d8c43
 
The editor shows the flat length of the track, i.e. excluding elevation.
Is this still case?
If I want to create accurate elevations with this tool I have to "measure" lenght to consider this 2D length or 3D length?
If track is i.e. flat 1000m long and I create elevations to it your tool will show it same 1000m after elevations, but other tools and GT6 will count extra lenght caused by elevations?

Is there possible to create base track profile on modified TPE on Eiffel Flat using track image(picture of track) for replay to extract TED file and and elevations to it?
Does it stay Eifel Flat, or does it need to modify to normal Eifel?
If base track created on TPE has decorations (excluding curbs) will those stay during elevation changes and banking changes?

Polite question to all @PR1VATEJ0KER modified APK users: I'm experiencing problem on install of this, it will just jam on install, won't install it at all. Android tablet, using few different APK installer plus android own, few different ways to jam, but none of them is installing it.
I have uninstalled original TPE prior trying.
Any clues what to try?
 
Is this still case?
If I want to create accurate elevations with this tool I have to "measure" lenght to consider this 2D length or 3D length?
If track is i.e. flat 1000m long and I create elevations to it your tool will show it same 1000m after elevations, but other tools and GT6 will count extra lenght caused by elevations?

Yes, it's the horizontal distance, i.e. the distance you get when you measure the track on a map.

Typically the difference between the flat distance and the 3D distance is very small, so you don't need to worry about it.

Is there possible to create base track profile on modified TPE on Eiffel Flat using track image(picture of track) for replay to extract TED file and and elevations to it?
Does it stay Eifel Flat, or does it need to modify to normal Eifel?
If base track created on TPE has decorations (excluding curbs) will those stay during elevation changes and banking changes?

You can change from Eifel flat to any other scenery. You do need to replace the road and decorations data though so it may take some time.

The decorations stay during elevation changes. The elevation editor locks them to their 2D position as well, so they don't move around when you edit the elevation (as the elevation changes the distance slightly).

I think that the TED editor does something similar.
 
@OdeFinn try this 1 mate

Make sure you clear cache & data before you uninstall your old version
Is name of APK archive meaningless? So just installing from it as is? No matter what APK installer used?
Will test tomorrow, tight worknight going on..

You can change from Eifel flat to any other scenery. You do need to replace the road and decorations data though so it may take some time.

But is elevations possible to add on flat eifel? Or is there easy trick to use background images on normal eifel?
Editing everything sounds a not wanted choice, even "replace all jargon to other jargon" commands exists.. :)
 
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But is elevations possible to add on flat eifel? Or is there easy trick to use background images on normal eifel?
Editing everything sounds a not wanted choice, even "replace all jargon to other jargon" commands exists.. :)

Yes, Eifel flat works just the same as all the other scenes :)

Converting from Eifel flat to Eifel is easy though, because they use the same road and decoration items. So all you need to do is to change the scene index in the header.

Edit: I'm working on the labels, it's starting to take shape...

Skärmbild (37).png
 
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This might be happen, just crossing fingers to get all tools up and running
View attachment 628271
If the start is in row 1 column 2, the cutoff will probably show off a vertical piece of road when the car reaches "turn 3". Which is just a cosmetic thing, but I noticed the phenomenon with my point-to-point track.

I did try to prevent it by the height points but that just made the game crash.
 
If the start is in row 1 column 2, the cutoff will probably show off a vertical piece of road when the car reaches "turn 3". Which is just a cosmetic thing, but I noticed the phenomenon with my point-to-point track.

I did try to prevent it by the height points but that just made the game crash.
It's circuit, Circuit Park Zandvoort, I have full data of track, including banking angles etc.. Missing part is just horizontal flat sf-straight, nothing missing.. :) (well banking data is somewhere.. Gotta search more..:))
IMG_20170217_002110.jpg
IMG_20170217_002145.jpg
 
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It's circuit, Circuit Park Zandvoort, I have full data of track, including banking angles etc.. Missing part is just horizontal flat sf-straight, nothing missing.. :) (well banking data is somewhere.. Gotta search more..:))
View attachment 628274 View attachment 628275

Do you have the actual data or just the graphs? If you have the data you could easily create an elevation profile in Excel and then load it in the elevation editor. An elevation profile is simply a .txt file with a list of comma-separated values, for example:

distance,height
0.0,0.0
5.0,0.8
10.0,1.2
15.0,1.3
etc.
 
Do you have the actual data or just the graphs? If you have the data you could easily create an elevation profile in Excel and then load it in the elevation editor. An elevation profile is simply a .txt file with a list of comma-separated values, for example:

distance,height
0.0,0.0
5.0,0.8
10.0,1.2
15.0,1.3
etc.
3D model, probably easy to extract actual numbers, if not then just using segment values with graph and fine tuning by hand.
And yes planning to do profile way anyhow.
 

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