Modified Track Path Editor + Tracks/Discussion

I need some guidance to handle the road width in the .ted file.

There are several things available :
  1. In the .ted header there are different road width configurable
    TED Road Width.png


  2. Then in the Road Struct, can we use the int flag to select ?
    TED Road Struct.png

    May i set as follows : 0=Normal, 1=A, 2=B ?
    Do you know if the transition is smooth ?

  3. Finally, Do you know how it combine with TIGHT_ROAD type ?
 
I need some guidance to handle the road width in the .ted file.

There are several things available :
  1. In the .ted header there are different road width configurable
    View attachment 636922

  2. Then in the Road Struct, can we use the int flag to select ?
    View attachment 636923
    May i set as follows : 0=Normal, 1=A, 2=B ?
    Do you know if the transition is smooth ?

  3. Finally, Do you know how it combine with TIGHT_ROAD type ?

Road width is the width of your track, more precisely int flag 0 and 1.

The other two seem to have no effect on the Ted file. It's been speculated that they are used by the tpe only.

Int flag 0 is for left side track objects (rock road, parking road ECT), Int flag 1 is for right side, int flag 2 is for pit road.

If int flag 2 is placed on a non pit element it will become the default width of about 8 meters. You can use this to have two widths but it would be your designated track width and 8 meters. If you want to do this you must place at least two int flag 2 sections in a row for the transition to work. Int0->int2->int2->int0. The first int2 will go from your designated road width down to 8 meters, the second from 8 meters back up to your designated road width. You can place more than two if you'd like longer stretches of road at 8 meters.
 
What are typical reasons for track upload failures? I've used @Razerman's tool for the upload and got an an error message though the 30 tracks limit isn't reached yet. Lately I've been hex editing ROAD and DECORATION plus did some banking adjustments in the ted editor. So what might be the problem which prevents even the upload? :confused:
 
What are typical reasons for track upload failures? I've used @Razerman's tool for the upload and got an an error message though the 30 tracks limit isn't reached yet. Lately I've been hex editing ROAD and DECORATION plus did some banking adjustments in the ted editor. So what might be the problem which prevents even the upload? :confused:

Strange characters like - : / ( ) # things like that.
Also the track name might be too long (must not exceed 30 characters (including spaces)
 
What are typical reasons for track upload failures? I've used @Razerman's tool for the upload and got an an error message though the 30 tracks limit isn't reached yet. Lately I've been hex editing ROAD and DECORATION plus did some banking adjustments in the ted editor. So what might be the problem which prevents even the upload? :confused:

You need to log in again after a while, so if you had the program open too long just exit and restart it.
 
Strange characters like - : / ( ) # things like that.
Also the track name might be too long (must not exceed 30 characters (including spaces)

I haven't given a name to the track yet, just browsed and selected the ted file before clicking the upload button.

You need to log in again after a while, so if you had the program open too long just exit and restart it.

So this could be the more likely solution for my problem. I'll have to try again tonight.

Is it right that a ted should always be uploadable at least, no matter what structure flaws it might have?
 
camiheader_2.png


My 15 km track is done! It's 7.5 kilometers of fast countryside roads followed by 7.5 kilometers of winding mountain roads.

You can find it here: https://www.gtplanet.net/forum/resources/el-camí-del-drac.5839/

Also, while editing the roads and decorations I found that you can get the sand left / sand right road items without the big arrow signs in the start, and you can also get them with the arrow signs in both ends, so that you get the signs also when you drive in the reverse direction (great for free run lobbies with two-way traffic)!

Here is how (Andalusia)

First the road item codes:

Left Turn Sand Trap
1. 12657929861194007825 = 50m
2. 11309383247773254929 = 100m
3. 9786885098745316625 = 50m

Right Turn Sand Trap
1. 11495139609251351384 = 50m
2. 11309383247773254929 = 100m
3. 10222309764565764952 = 50m

Now, to get a sand trap without any signs, just replace the start item with the end item of the opposite side and set flag to 1. For instance:

Left Turn Sand Trap (no signs):
1. Right Turn 3 (flag 1)
2. Left Turn 2
3. Left Turn 3

To get a sand trap with signs at both ends (in both directions):
1. Left Turn 1
2. Left Turn 2
3. Right Turn 1 (flag 1)
 
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Noticed that the distance value of the narrow road item at Eifel was wrong (100 m instead of 50 m), so I fixed that. Extract the zip and in the Track Layout Creator directory replace the old layoutClasses.py with this new one.
 

Attachments

  • layoutClasses.zip
    3.8 KB · Views: 19
Tried your track Eran, it's awesome!

Few pointers though, the track has:
- a visible barrier before the start line, with a yellow transport truck. You can drive trough it.
- every tight corner is bumpy, makes it hard to drive with race cars, and other stiff springed cars.

Is there a way you could remove the side metal barriers, so the track can look like a country road?
 
Tried your track Eran, it's awesome!

Few pointers though, the track has:
- a visible barrier before the start line, with a yellow transport truck. You can drive trough it.
- every tight corner is bumpy, makes it hard to drive with race cars, and other stiff springed cars.

Is there a way you could remove the side metal barriers, so the track can look like a country road?

The ambulance is part of the start road, can't be removed. I was thinking about making a jump over it but it didn't feel right :lol:

The bumpy hairpins is because of the mesh resolution. I could make them shorter in these bends to make them smoother.

Barriers can't be removed.
 
View attachment 637496

My 15 km track is done! It's 7.5 kilometers of fast countryside roads followed by 7.5 kilometers of winding mountain roads.

You can find it here: https://www.gtplanet.net/forum/resources/el-camí-del-drac.5839/

Also, while editing the roads and decorations I found that you can get the sand left / sand right road items without the big arrow signs in the start, and you can also get them with the arrow signs in both ends, so that you get the signs also when you drive in the reverse direction (great for free run lobbies with two-way traffic)!
Superb track 👍
The flow is really natural over the landscape.
Cool to drive with some good views.
Good hairpins chain along the descent.

This ambulance on the startline is strange in the middle of the road.
Need to be confident the first time and it hides the bump before the finish line !
 
homestraight.png


I could need some help again with my other track replica project at the Eifel theme.

Above you can find an image of the intended homestraight section. The actual straight is only ca. 370 m long followed by the first curve element (R 356, L= 97m) while the last element of the track is a curve as well (R 123, L= 95 m).

I've been considering @eran0004's and @NingDynasty's earlier posts as they deal with that topic.

Unless you scale the pit segment length then it's about 450 meters. That leaves the pit wall straight. You can also try omitting the second pit segment, (use 1, 3, 4, 5, 6) as it doesn't really contain anything graphically important, that way you could theoretically get it down to 350 meters. Not sure if the pit will work properly if you do that, but you can always try.

Keep in mind that as the pit segments are 100 meters long they have a fairly low mesh resolution, so curves and banks that you place on a pit road segment will not be as smooth as they are on the rest of the track.

I haven't tried reducing the length of the pit segments so I don't know if or how that works.

While working on the pit road for Portland I needed to figure out some maths having to do with the pit road. I knew where I wanted the blend line to start, where the wall should start and where the SF straight should be. So I took my data and made it into a calculator that will give us the positions for the pit road elements based on those variables. :-D

Not much testing but it worked in this single scenario. The reverse could be done if you wanted to work back from pit exit to the start of the pit wall but the calc would need some tweaking.

Also a side note... if you want a curved blend line you need to move the first control point to somewhere other than the pit straight. Never would have figured that out without @Mr Grumpy's Highlands track. That also solves the problem of banking into the home straight, so next time you start a track start it on the most nondescript part of the track :-p

Since I didn't originally but I did save my polygon I was able to use the left key to move the start position back a few hundred meters and everything was fine. Then I copied my bankings over in two sections (from new start to old end, old start to new end) and copied the height points over *cough* It'll crash if ya don't! *cough*. However it doesn't crash even though the height points are out of order. The id callups work just fine in the original positions. Not sure how the elevation/Ted+elevation editors will handle that though. Luckily I saved my backups as profiles so it shouldn't be an issue to redo it if need be when I go to rough up Portland a tick.

@eran0004 your course creator has made life so easy for road, deco and pit placement with the ruler!!! I'm half tempted to redraw Sebring again before deco placement. I just can't do it again though...

I'd assess my possible options as follows:
  1. Regarding @NingDynasty's Eifel Pit Road Calculator the actual Pit Wall should be 334 m which would fit the available straight length of 370 m. But this would mean that my 1st PitROAD segment would have to start somewhere at the last curve before the straight begins. If we'd assume a total track length of 4.000 m would it be possible to let the 1st PitROAD segment (code: 11356711283892013768 = 100m) start at vpos1 3.500 and end at vpos2 50 ? :confused:
  2. Scaling the PitROAD segments could work as well but I'm afraid it might lead to some working issues. :boggled:
  3. Omit the 2nd PitROAD segement might be another possible trick @eran0004 suggested once but has anyone ever actually tried? In this context is it correct, that the 6th PitROAD segment is basically a normal road and that the Pit Wall and Pit Exit are within the 5th PitROAD segment? :confused:
  4. Change the 1st curve into a straight so that I get a homestraight with a total length of 467 m. By adapting the 2nd curve (R 87) I'd get to the original replica path again. But this solution would change the character of the real homestraight and first corner quite a bit so I'd leave that only as an emergency solution. :odd:
  5. Any other ideas???
I hope you guys can help me out, maybe @Mr Grumpy has solved a simliar problem already? Maybe on the Highlands Motorsport Park?
 
View attachment 637871

I could need some help again with my other track replica project at the Eifel theme.

Above you can find an image of the intended homestraight section. The actual straight is only ca. 370 m long followed by the first curve element (R 356, L= 97m) while the last element of the track is a curve as well (R 123, L= 95 m).

I've been considering @eran0004's and @NingDynasty's earlier posts as they deal with that topic.





I'd assess my possible options as follows:
  1. Regarding @NingDynasty's Eifel Pit Road Calculator the actual Pit Wall should be 334 m which would fit the available straight length of 370 m. But this would mean that my 1st PitROAD segment would have to start somewhere at the last curve before the straight begins. If we'd assume a total track length of 4.000 m would it be possible to let the 1st PitROAD segment (code: 11356711283892013768 = 100m) start at vpos1 3.500 and end at vpos2 50 ? :confused:
  2. Scaling the PitROAD segments could work as well but I'm afraid it might lead to some working issues. :boggled:
  3. Omit the 2nd PitROAD segement might be another possible trick @eran0004 suggested once but has anyone ever actually tried? In this context is it correct, that the 6th PitROAD segment is basically a normal road and that the Pit Wall and Pit Exit are within the 5th PitROAD segment? :confused:
  4. Change the 1st curve into a straight so that I get a homestraight with a total length of 467 m. By adapting the 2nd curve (R 87) I'd get to the original replica path again. But this solution would change the character of the real homestraight and first corner quite a bit so I'd leave that only as an emergency solution. :odd:
  5. Any other ideas???
I hope you guys can help me out, maybe @Mr Grumpy has solved a simliar problem already? Maybe on the Highlands Motorsport Park?

1. I assume you mean start at 3950 and end at 50. Should be possible, but I haven't tried it. Keep in mind that bending the first pit road segments can create issues with the pit wall collision mesh, but you can always try it.

2. The pit road is scalable to some extent, in the TPE app it's scaled together with the rest of the track, so it doesn't need to be exactly 100 meters. You can probably bring it down to, say, 90 or 95 meters safely and without seeing any distortion.

3. You can omit the second pitroad, but you won't be able to enter the pit if you do that, since the collision mesh extends across the pit entry. Visually it'll be fine though.

4. Try the curve first and see if the pit works with that.

5. Other ideas:
  • Use the Andalusia location.
  • Use the Eifel location, but with the point-to-point start (100 meters).
  • Perhaps scaling the pit exit will make the pit wall collision mesh shorter, allowing you to omit the second pit road? Scaling it by a factor of 234/334=0.7 should make it 100 meters shorter (if it works that way).
 
To bad the barriers can't be removed, because when you drive in first person mode,
it feels like your driving a slot car. You can't see the landscape. :(
 
The pit wall itself is only about 350m long anyway.
Just make the last piece of track the 1st part of the pit lane then the rest will fit in, or just scale the 5/6 segments down to 80m each :)

Edit: also I'd like to apologise for my absence & unhelpfulness of late, apart from being busy in real life I also came very close to quitting this modding business over the new Monza track I'm doing (bloody thing), anyhow I've made some compromises & I'm pleased with where it's at (scenery being added as we speak).
 
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