Modified Track Path Editor + Tracks/Discussion

@eran0004 idea for elevation editor, doing overlap loop at least for SF-straight, so if you continue right there is same SF-straight again, makes easier to produce elevation match on start of SF-straight.
Thanks.
 
@eran0004 idea for elevation editor, doing overlap loop at least for SF-straight, so if you continue right there is same SF-straight again, makes easier to produce elevation match on start of SF-straight.
Thanks.

Just export then import the profile and use the bend or lift options.
 
Track type, sand pits, rail >> marks, and bit curbs, and lot of decoration :)

If you look a few posts back I uploaded my 010 editor template, it makes it a breeze. Also use @Mr Grumpy's codes sheet for lengths, though I'd like to add the actual length of the items themselves to that in the future. EG the stands should be in 100 meter sections but this produces ~35 meters of stands.
 
Just export then import the profile and use the bend or lift options.
Hmm.. Not getting point for my purpose.. If track ends on uphill, curving mildly and I want to continue that curving uphill smoothly on SF-Straight area don't understand how this works for it? Can't smooth last point to first point because no value for feather.. Can you explain better what I do?

Checking 010 templates when gone from work. Thanks
 
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Hmm.. Not getting point for my purpose.. If track ends on uphill, curving mildly and I want to continue that curving uphill smoothly on SF-Straight area don't understand how this works for it? Can't smooth last point to first point because no value for feather.. Can you explain better what I do?
You can load it with the shift and repeat options. Then export and shift back upon import.

EG import with 200 meter shift, feather section you are trying to fix then export and import again shifting back 200 meters to the original location.
 
Idea flys over my head.. Will try something when at computer.. :)
I think @eran0004 has it listed as x-offset. It's available when you're importing your elevation profile. The option is customizable so you can push the height points forward our backward giving you enough space to feather the section you want.
 
I just discovered this thread a week ago.
This is an awesome work allowing to bypass limitations of the original editor to recreate real replicas of tracks. This brings a very interesting life extension to this game.

It took me some time to understand the tools, how to install them, run Python under Mac OS and even the control keys to use. Even now i am still doing trial and errors. (47 pages it's a lot to gather the information lol)

I try to replicate a French south west track called Paul Armagnac Circuit. At the point where i am now, it's close to real but i am fighting with the straight line.
Nogaro Replica.jpg


I fear that i need to go to binary edition to go further and even i might face game limitations :
  1. I can't use 600m straight line, i am looking for a way to reduce it's length and keep the pit lane working. I can go to something like 450m to 500m (max) that seems achievable.
    I did a trial at 450m from TED Editor but the car keep crashing and turning on itself when entering the pit.
    Can you tell me if i have a chance to get it working ?
    If yes, is there a way to use TED Editor or should i edit manually the TED file ?
    .
  2. I would need to bend the straight line as shown on the image.
    I think that i read somewhere in this thread that it was possible but i can't find again the related post.
    Can you tell me if it's possible ? and if there is a guidance somewhere ?
    .
  3. Going more tricky, i need to get the pit on the left side as shown on the image. When i use the track in reverse mode, the textures are ok as the stand are narrow and don't go on the opposite straight.
    Unfortunately when i run it in the right way, there is a little part of the rear pit (a fence exactly) that is in the middle of the road (no collision but annoying blinking artefacts).
    When i use the "r" command under TED, it reverses the pit as well as the driving direction (i suppose it's done by the game)
    Do you think that it's possible to reverse the race direction while keeping the pit on the left side ?
    .
  4. Just a point on TED Editor, when using the "r" command, the offsets of the decorations are not recomputed. This end with badly located decorations on the reversed track.
    Anyway decorations are a next step if i understand how to edit the binary file correctly.
Bank and Elevation are flat everywhere if it's matter.

Thank you for this work guys.
 
I just discovered this thread a week ago.
This is an awesome work allowing to bypass limitations of the original editor to recreate real replicas of tracks. This brings a very interesting life extension to this game.

It took me some time to understand the tools, how to install them, run Python under Mac OS and even the control keys to use. Even now i am still doing trial and errors. (47 pages it's a lot to gather the information lol)

I try to replicate a French south west track called Paul Armagnac Circuit. At the point where i am now, it's close to real but i am fighting with the straight line.
View attachment 631395

I fear that i need to go to binary edition to go further and even i might face game limitations :
  1. I can't use 600m straight line, i am looking for a way to reduce it's length and keep the pit lane working. I can go to something like 450m to 500m (max) that seems achievable.
    I did a trial at 450m from TED Editor but the car keep crashing and turning on itself when entering the pit.
    Can you tell me if i have a chance to get it working ?
    If yes, is there a way to use TED Editor or should i edit manually the TED file ?
    .
  2. I would need to bend the straight line as shown on the image.
    I think that i read somewhere in this thread that it was possible but i can't find again the related post.
    Can you tell me if it's possible ? and if there is a guidance somewhere ?
    .
  3. Going more tricky, i need to get the pit on the left side as shown on the image. When i use the track in reverse mode, the textures are ok as the stand are narrow and don't go on the opposite straight.
    Unfortunately when i run it in the right way, there is a little part of the rear pit (a fence exactly) that is in the middle of the road (no collision but annoying blinking artefacts).
    When i use the "r" command under TED, it reverses the pit as well as the driving direction (i suppose it's done by the game)
    Do you think that it's possible to reverse the race direction while keeping the pit on the left side ?
    .
  4. Just a point on TED Editor, when using the "r" command, the offsets of the decorations are not recomputed. This end with badly located decorations on the reversed track.
    Anyway decorations are a next step if i understand how to edit the binary file correctly.
Bank and Elevation are flat everywhere if it's matter.

Thank you for this work guys.

From the ted-editor transfer the 6x start codes to another straight for the time being (make sure to replace the 1st 6 parts with normal road codes) save & exit, then re-enter course editor.

You should now be able to bend the straight road that the S/F straight used to be on, once done save & exit then re-enter the ted-editor & put the 6x start codes back into their original position.

You should now have a full length S/F straight on your newly created bent road :)

Edit: there still is no way of having the S/F straight working on the opposite side of the track. You can make it appear on that side but it won't function correctly.
 
From the ted-editor transfer the 6x start codes to another straight for the time being (make sure to replace the 1st 6 parts with normal road codes) save & exit, then re-enter course editor.

You should now be able to bend the straight road that the S/F straight used to be on, once done save & exit then re-enter the ted-editor & put the 6x start codes back into their original position.

You should now have a full length S/F straight on your newly created bent road :)

Edit: there still is no way of having the S/F straight working on the opposite side of the track. You can make it appear on that side but it won't function correctly.

Thank you.
I have installed 010 Editor and loaded the GT6TPE_Ted_Eifel.bt template. I have opened my ted file and it seems to be decoded correctly.
I have to learn how it works but as a first trial i was able to bend the start line following your instructions (the result is not exactly what i expected for the moment).
In the editor i have now 2 segments for the start line : 1 strait and 1 bended.
The pit texture seems to be more forward (side effect is that it's goes now on the opposite straight).
Trying to understand some of the previous posts, it seems that i could remove the 6th part of the start line declaration ?
Can i remove the 6th and increase the size of the 5th other segments ?
(my goal is to be close of 500m while making the pit work again)
If i do that, can i still use TED Editor ?
(i could do it as very last change)
 
Thank you.
I have installed 010 Editor and loaded the GT6TPE_Ted_Eifel.bt template. I have opened my ted file and it seems to be decoded correctly.
I have to learn how it works but as a first trial i was able to bend the start line following your instructions (the result is not exactly what i expected for the moment).
In the editor i have now 2 segments for the start line : 1 strait and 1 bended.
The pit texture seems to be more forward (side effect is that it's goes now on the opposite straight).
Trying to understand some of the previous posts, it seems that i could remove the 6th part of the start line declaration ?
Can i remove the 6th and increase the size of the 5th other segments ?
(my goal is to be close of 500m while making the pit work again)
If i do that, can i still use TED Editor ?
(i could do it as very last change)
AS a basic starting rule for now make sure the 1st 5 parts are exactly the same length (be it 50m, 60m, 70m, 80m, 90m or 100m) as long as their all the same for now it'll work.

Yes you are correct, you don't need part 6.
 
Thank you.
I am experiencing issues with the track construction that i try to identify.
Since yesterday, the pitlane is not working whatever i do on my first TED file.

I restarted from scratch with a new build on the original GT6 tool without any decorations (pure track), then recorded a replay and extracted the data.
Loaded everything in TED Editor then in game = pitlane is working
Shortened the straight line to 500m (no other change) then uploaded it = pitlane is working
Shortened the straight line to 480m (no other change) then uploaded it = pitlane is working (that length is good for my track)

Redesigned the track on satelite image to scale 1:1 and needed to move straight line and the other points on the map then uploaded it = pitlane is no more working and the start line is no more under the bridge but more in advance on the track (so now i know before driving that it's corrupted).

Another thing that happened in a trial session, i created new segments but they were more narrow on the screen than my actual track width (14m) would it be straight or curved segments.
I restarted from last save and i have not added any segment from that.

I have reverted to the last working track and i will do some experiments tomorrow.
(no binary edition at all during those trials)
 
1. Make sure int-flag is on 0 not 2, that's why you're getting the default 10m width on those segments of track.

2. Make sure you set start line to 0 (default is 385 I think) that way you will always start under the starting gantry.
 
I'm currently having to download all the editor software to my old Laptop as my copy of Windows for my Desktop isn't legit, therefore half the software will not run.
Although, I do have one request.
And you can take the credit for it.
Could someone add some bumps and a few dips to my Death Valley Border Run?
 
Great !!!! :cheers:
Moving back the start line to 0 makes it right but also makes the pitlane work again (i suppose that when the start line is not in the pit range, there is a problem).

There should be some artefact in the TED Editor because the 'int flag' are all correctly set to 0 in the .ted file.

I am close to 1:1 track with some banking chaining issues (some little bumps). i will move everyting to 0 today to see if i come back to a flat circuit before changing or adjusting anything else.
 
Ok, as another test change your whole track width to anything, say 12m, Then save & load it up & go for a spin. Then return to the editor & change it back to your original 14m, save & load it up & go for a spin to check.

I think what happens is you've already set your track width but when you insert new segments it doesn't pick your width but the default width instead. So changing it to something else after might sort it.
 
Still going on.
The track width issue seems to be only in the editor when creating new segments, the displayed width is 10m. Then, when i save the .ted and reload it, it's OK. No width difference under GT6.
I have set it to exactly 14m with the binary editor.

I have fighted all this morning with the artefact on the opposite strait line. The management of the pit texture drives me crazy. Here under a picture of the problem:
Nogaro Texture.jpg


My conclusion is that this texture is drawn the same way whatever the size of the pit lane. It's a rectangular area in the direction of the tangent of the straight line first segment. So useless to bend the straight line. Whatever my changes, this fence was standing at the same place (tried shortening the straight line, adding curves...). It was not a collision obstacle but visualy annoying.

Finally i have an acceptable compromise where this fence is just at the limit. i have set the bank to 0 everywhere.
Nogaro spacing.jpg
Thank you for your help.
 
Still going on.
The track width issue seems to be only in the editor when creating new segments, the displayed width is 10m. Then, when i save the .ted and reload it, it's OK. No width difference under GT6.
I have set it to exactly 14m with the binary editor.

I have fighted all this morning with the artefact on the opposite strait line. The management of the pit texture drives me crazy. Here under a picture of the problem:
View attachment 631714

My conclusion is that this texture is drawn the same way whatever the size of the pit lane. It's a rectangular area in the direction of the tangent of the straight line first segment. So useless to bend the straight line. Whatever my changes, this fence was standing at the same place (tried shortening the straight line, adding curves...). It was not a collision obstacle but visualy annoying.

Finally i have an acceptable compromise where this fence is just at the limit. i have set the bank to 0 everywhere.View attachment 631756 Thank you for your help.

Yes the width of the graphic doesn't change just the length. Perhaps you can shorten the pit to only the first part of that straight so it won't be so close. Or even use the original pit road location.
 
Yes the width of the graphic doesn't change just the length. Perhaps you can shorten the pit to only the first part of that straight so it won't be so close. Or even use the original pit road location.
Unfortunately, i can't use the original pit location as it would mean racing in the reverse way of this track or i have missed something (the pits must be on the right).
That's my main problem as in reverse installation, the stand fits between the 2 straight lines (i have tried).

The texture does not seem to change whatever the size of the straight line (i have decreased it to 250m). The start line 0 position moves backward but the pit lane stays the same.
I suppose that it's a security to cope with max number of cars you can put together in a race and that must have enough room to pit at the same time.
 
Now I see what you were talking about :)
You were to close to the backside of the pit straight, so the fencing overlapped your track.

Another trick then :)

Get your returning road barrier as close to the back of the building as you can (so the fencing comes through your track again) but then just raise the returning road by 2m. That way the fencing goes under your track & you can get closer.

I did the same trick on my Oran Park & Highland Motorsport Park track's.
 
Now I see what you were talking about :)
You were to close to the backside of the pit straight, so the fencing overlapped your track.

Another trick then :)

Get your returning road barrier as close to the back of the building as you can (so the fencing comes through your track again) but then just raise the returning road by 2m. That way the fencing goes under your track & you can get closer.

I did the same trick on my Oran Park & Highland Motorsport Park track's.
Thank you. That's a very good trick.
I am setting the curbs (boring), i will try that after.
I need to learn elevation so as to climb slowly and continuously to the opposite straight then go down as well. 2 meters is a little and not noticeable.
 
2m over say 500m isn't noticeable at all.

So incline for 500m upto fence, then +2 on height till you clear the fence (200m-300m), then decline for 500m back down again. You won't notice anything.
 
Unfortunately, i can't use the original pit location as it would mean racing in the reverse way of this track or i have missed something (the pits must be on the right).
That's my main problem as in reverse installation, the stand fits between the 2 straight lines (i have tried).

The texture does not seem to change whatever the size of the straight line (i have decreased it to 250m). The start line 0 position moves backward but the pit lane stays the same.
I suppose that it's a security to cope with max number of cars you can put together in a race and that must have enough room to pit at the same time.

The original location of the pits was on the right side of the track between the current day Double Courbe Claude Storez and Le 'S' de Lac.

Very good trick though @Mr Grumpy.
 
Thank you. That's a very good trick.
I am setting the curbs (boring), i will try that after.
I need to learn elevation so as to climb slowly and continuously to the opposite straight then go down as well. 2 meters is a little and not noticeable.
I need some guidance on the elevation editor.
I have launched the elevation editor. A lot of buttons inside.
Can you tell me if there a command so as to have a linear climb between 2 points ?
I have tried to raise a point on the dashed line but it raises only this point with some effects on the blue and red lines in the bottom.
I there a post where the behaviour is explained ? i have found one dealing with a "Scale" button that is not there.
 
I need some guidance on the elevation editor.
I have launched the elevation editor. A lot of buttons inside.
Can you tell me if there a command so as to have a linear climb between 2 points ?
I have tried to raise a point on the dashed line but it raises only this point with some effects on the blue and red lines in the bottom.
I there a post where the behaviour is explained ? i have found one dealing with a "Scale" button that is not there.

You'll want to use the brush. Make the dark blue section the width of the porch you are trying to hide and make the light blue sections 500 km each. Then find the center point of the porch and raise it 2 meters. This will give you the result you are looking for.
 
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