Modified Track Path Editor + Tracks/Discussion

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.
Thank you again.
I played with the brush tool. This is really a great thing, exactly what i was looking for, that does a very good job.
This fence is quite tall like 2.4m.

I have gone back to the flat track and adjusted the track to get the back of the pit against the barrier.
I will finish other things before raising the track as i had an artefact while adjusting some segments once it was raised (an abrupt step-up on 1 meter).
Is there a button like ''flatten everything'', just in case of something wrong happen ?
 
Thank you again.
I played with the brush tool. This is really a great thing, exactly what i was looking for, that does a very good job.
This fence is quite tall like 2.4m.

I have gone back to the flat track and adjusted the track to get the back of the pit against the barrier.
I will finish other things before raising the track as i had an artefact while adjusting some segments once it was raised (an abrupt step-up on 1 meter).
Is there a button like ''flatten everything'', just in case of something wrong happen ?
Yes there is, contrast.
 
PortlandRedrawn.png


Very happy that one of our :gtpflag: mods and local to the Portland track @EDK has been helping me with testing. He found out that my original drawing had a glitch in timing coming through the first chicane. This gave me a great excuse to redraw the track using @eran0004 course layout maker. It took me a bit to figure out how to adjust the turns to replicate the real track but it really came out great and no timing errors anymore! The turn markers almost line up with real life too, pretty impressed.

Now to copy my road, elevation, banking and deco data into the new layout. :cheers:
 
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I put a lot of work on my track, those tools are amazing and give freedom for replica. i am close to finish.
The curbs are in place (long manual process).

i have little issues with the tools that i have not figured and for which your help would be appreciated again:
  • I have a marshal post that is displayed on the left of the track even using ''TRACK_RIGHT_A'' tag (same for a Tent).
    Is there another parameter to use to switch side or is it impossible ?
  • I tried to move the checkpoints. The distance unit seems different (trial and error to put them under the Gates). I even tried to add a fifth one but the template does not seem to accept to offset the road segments list.
  • I have used the elevation editor at the end of my process and the decorations have disappeared. They are removed from the generated file.
    It seems that one item in the list of the original flat file is not sorted correctly and the remaining items have been removed (does not impact GT6).
    Is the elevator sensible or modifying the decoration list ?
 
I have used the elevation editor at the end of my process and the decorations have disappeared. They are removed from the generated file.
It seems that one item in the list of the original flat file is not sorted correctly and the remaining items have been removed (does not impact GT6).
Is the elevator sensible or modifying the decoration list ?
Wild guess, you had elevation editor open "all-time", forget to close and open after finalised decoration.. Once done myself that too.
 
I put a lot of work on my track, those tools are amazing and give freedom for replica. i am close to finish.
The curbs are in place (long manual process).

i have little issues with the tools that i have not figured and for which your help would be appreciated again:
  • I have a marshal post that is displayed on the left of the track even using ''TRACK_RIGHT_A'' tag (same for a Tent).
    Is there another parameter to use to switch side or is it impossible ?
  • I tried to move the checkpoints. The distance unit seems different (trial and error to put them under the Gates). I even tried to add a fifth one but the template does not seem to accept to offset the road segments list.
  • I have used the elevation editor at the end of my process and the decorations have disappeared. They are removed from the generated file.
    It seems that one item in the list of the original flat file is not sorted correctly and the remaining items have been removed (does not impact GT6).
    Is the elevator sensible or modifying the decoration list ?

I suspect that track_right etc is only for use by the TPE app. There is an int flag variable that determines which side of the road the prop appears on.

The checkpoint distance is the same as all other distances as far as I know. Keep in mind that a prop like circuit gate has a start and an end distance and that the actual gate is positioned roughly halfway between those. To add a checkpoint you need to add +1 to the checkpoints counter in the header, as well as increase the offset of all the data that comes after.

If props disappeared while using the elevation editor, my best guess is that they weren't referenced properly in the header.
 
@eran0004 is correct, to get items to appear on the opposite side of the track you need to change rail-type from 0 to 1 or vice versa. (Some items have their own unique code for appearing on the opposite side, but you can still change them with the int-flag).

Again @eran0004 is correct, in the main header just change checkpoint from 4 to 5 or whatever you got, then save & exit, reload & open up checkpoints then fill in the newly created details (the offset should automatically change to fit this)

On another note the checkpoints will always start from the distance you provided from the start line as long as the start line is set to 0.

If the start line is still using the default 385 location the checkpoints will start from the 0 part of the track (not the start line).
Example: checkpoint 1 = 1000m will actually appear 615m past the start line.

@VelociRaptor Are you using my track codes by the way available from the track modding toolbox ?

Also I find that it's best not to add any new track structure or trackside object until you are fully satisfied with position, height, length, width, elevation & banking of your track.

Also run the driving line when testing your track because if the driving line falters in any way that means the AI will not work properly on your track.
 
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I suspect that track_right etc is only for use by the TPE app. There is an int flag variable that determines which side of the road the prop appears on.

The checkpoint distance is the same as all other distances as far as I know. Keep in mind that a prop like circuit gate has a start and an end distance and that the actual gate is positioned roughly halfway between those. To add a checkpoint you need to add +1 to the checkpoints counter in the header, as well as increase the offset of all the data that comes after.

If props disappeared while using the elevation editor, my best guess is that they weren't referenced properly in the header.
I did another trial restarting TED Editor and Python. Elevation and decorations worked perfectly.
I have noticed that when using TED Editor for hours, the data structure might be corrupted. There should be some leakage somewhere. I was loading .ted files from disk and uploading them for hours when i elevated the track.

The 5th checkpoint is added. i should have messed the offsets the first time.

I have not figured how to change the side of the Marshall Post.
Can you tell me where is the ''Inf_flag'' please, i thought that using the tags "TRACK_RIGHT_A" or "TRACK_LEFT_A" was doing the job (Flag Track Code Template) ?
 
@eran0004 is correct, to get items to appear on the opposite side of the track you need to change int-flag from 0 to 1 or vice versa. (Some items have their own unique code for appearing on the opposite side, but you can still change them with the int-flag).

Again @eran0004 is correct, in the main header just change checkpoint from 4 to 5 or whatever you got, then save & exit, reload & open up checkpoints then fill in the newly created details (the offset should automatically change to fit this)

On another note the checkpoints will always start from the distance you provided from the start line as long as the start line is set to 0.

If the start line is still using the default 385 location the checkpoints will start from the 0 part of the track (not the start line).
Example: checkpoint 1 = 1000m will actually appear 615m past the start line.

@VelociRaptor Are you using my track codes by the way available from the track modding toolbox ?

Also I find that it's best not to add any new track structure or trackside object until you are fully satisfied with position, height, length, width, elevation & banking of your track.

Also run the driving line when testing your track because if the driving line falters in any way that means the AI will not work properly on your track.

Sorry did not refresh to see your answer.
Checkpoints are solved but the distance offset is still different from the other objects. My start line is at 0.
What i suppose is that it starts after ''homeStraightLength'' which might avoid you to set a checkpoint on the start line (seems meaningful).
As i don't know 010 Editor more than that, i do everythng manually, inserting fields and adjusting counts and offsets.
I Just need to stay concentrated.

Yes i am using for your codes that where very helpful. Did everything with that.
I don't know where to find the flag. I have seen one in the road segments but you cxan put decorations on both sides, so i suppose that it's not this one.
 
Sorry did not refresh to see your answer.
Checkpoints are solved but the distance offset is still different from the other objects. My start line is at 0.
What i suppose is that it starts after ''homeStraightLength'' which might avoid you to set a checkpoint on the start line (seems meaningful).
As i don't know 010 Editor more than that, i do everythng manually, inserting fields and adjusting counts and offsets.
I Just need to stay concentrated.

Yes i am using for your codes that where very helpful. Did everything with that.
I don't know where to find the flag. I have seen one in the road segments but you cxan put decorations on both sides, so i suppose that it's not this one.

Sorry, my mistake, int flag is for road structures.
You need rail type for decoration. Change rail type to 1 & it should work.

In my codes sheet it shows description, uuid code, rail-type, track position left, right, A, B or both & original lengths for every item available.
 
Sorry, my mistake, int flag is for road structures.
You need rail type for decoration. Change rail type to 1 & it should work.

In my codes sheet it shows description, uuid code, rail-type, track position left, right, A, B or both & original lengths for every item available.

YES !!!!!!!! it works. Thank you so much.
The RAIL_TYPE set to 1 did the job.
I did not understood in your codes sheet that both lines need to be set together and were not independant.
 
Hey guys just a little update on Sebring. I've got multiple different styles of roughness to simulate the different track surfaces found through out the circuit. Give it a try and let me know if I went too extreme. It feels pretty good to me.

removed old dead link

Curbs and deco to come later this week.
 
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Can someone say how to reduce timing checkpoint amount in ted file, currently having four points and want to reduce to two points.
What I need to do, how and where..
Header point amount decrease to two is ok.
Actual checkpoints, how to delete them and keep it working.
What else I have to do?
 
Can someone say how to reduce timing checkpoint amount in ted file, currently having four points and want to reduce to two points.
What I need to do, how and where..
Header point amount decrease to two is ok.
Actual checkpoints, how to delete them and keep it working.
What else I have to do?

Just reduce the checkpoint count in the header to two and it should be fine.
 
Just reduce the checkpoint count in the header to two and it should be fine.
Hmm.. Ok I'll try that, meanwhile I solved it other way, reduced on header two and filled last two checkpoints values with zeros, on hex side, then save and imported it to ted-editor and exported, solved that way too..

Edit: after testing your way looks liike Zero filling was unnecessary.. :)

Edit 2: just trying to get used whole .ted structure..
How I can insert new ..hmm. Block on there? I.e. Piece of curbing? Or other decoration piece? Or add it on end..
How Adding, or inserting is done? Editing old item is easy, but creating new?
 
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Hey guys just a little update on Sebring. I've got multiple different styles of roughness to simulate the different track surfaces found through out the circuit. Give it a try and let me know if I went too extreme. It feels pretty good to me.

https://www.gran-turismo.com/us/gt6/user/#!/friends/NingDynasty/course/2720034/

Curbs and deco to come later this week.
The link/URL doesn't work, you should know that typing the URL is case sensitive, I suggest that you only use small letters;)
 
Click on the last decoration as a whole (example 78) in the colourful box above you will see about 6 blocks highlighted, copy & paste into the next blank space available after.

Depending on how many you add you will also need to increase the decorations count in the header.

Example if you currently have say 97 & you add 30 more you need to change it to 127.

Note you have to save, exit & reload for it to take effect.
 
Edit 2: just trying to get used whole .ted structure..
How I can insert new ..hmm. Block on there? I.e. Piece of curbing? Or other decoration piece? Or add it on end..
How Adding, or inserting is done? Editing old item is easy, but creating new?

The header tells the game where in the file each type of data is and how many items of that data type that there are. For instance, if checkpoint offset is 1000 and the number of checkpoints is five then it will start reading checkpoint data at byte position 1000 and stop when it has read five of those items.

To add to a data type, insert the number of bytes that are required (it depends on the data type), then edit the header to reflect those changes.

For instance, adding a checkpoint:
1. At the end of the checkpoint data, insert 4 bytes (the byte size of a checkpoint item).
2. In the header, add 1 to the checkpoint count.
3. In the header, add 4 to the offsets of all data that come after the checkpoint data.

Note you have to save, exit & reload for it to take effect.

In the 010 editor you just need to run the template again to see the changes you made. No need to save and exit.
 
The header tells the game where in the file each type of data is and how many items of that data type that there are. For instance, if checkpoint offset is 1000 and the number of checkpoints is five then it will start reading checkpoint data at byte position 1000 and stop when it has read five of those items.

To add to a data type, insert the number of bytes that are required (it depends on the data type), then edit the header to reflect those changes.

For instance, adding a checkpoint:
1. At the end of the checkpoint data, insert 4 bytes (the byte size of a checkpoint item).
2. In the header, add 1 to the checkpoint count.
3. In the header, add 4 to the offsets of all data that come after the checkpoint data.



In the 010 editor you just need to run the template again to see the changes you made. No need to save and exit.
Helps a lot. Thanks. Gonna break few .ted files before getting it right.. Lol

On 010 I needed close file and reopen after file changes in Ted-editor, rerun template give error if not doing so.. If remembering it right.

If I want more road units I probably would get them easiest if just doing more control points on ted-editor, or on base TPE file..
 
Helps a lot. Thanks. Gonna break few .ted files before getting it right.. Lol

On 010 I needed close file and reopen after file changes in Ted-editor, rerun template give error if not doing so.. If remembering it right.

If I want more road units I probably would get them easiest if just doing more control points on ted-editor, or on base TPE file..
No, control points equal banks not roads. TED editor will not add roads at all, just stretch them. Add those manually, they are 20 bytes each, then add 20 to the deco offset for each one you add.

Deco itself you only have to add to the total number as they are at the end of the file there are no offsets to adjust. Each deco item is 24 bytes iirc.
 
On 010 I needed close file and reopen after file changes in Ted-editor, rerun template give error if not doing so.. If remembering it right.

That's when you make changes in another application. When you make changes in the 010 editor you just need to run the template again.
 
Hey guys just a little update on Sebring. I've got multiple different styles of roughness to simulate the different track surfaces found through out the circuit. Give it a try and let me know if I went too extreme. It feels pretty good to me.
Newbie POV:
Perhaps I should've waited a bit. Was fun to try this very unfamiliar track without visual cues for braking. Because I was in a Ford GT.

The surface felt good, I bet you could learn the track (at least this edition) from those alone.
 
Newbie POV:
Perhaps I should've waited a bit. Was fun to try this very unfamiliar track without visual cues for braking. Because I was in a Ford GT.

The surface felt good, I bet you could learn the track (at least this edition) from those alone.

Haha yeah not the best version to learn on. The surface wasn't too chaotic though? I haven't run it with my wheel yet.
 

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