Modified Track Path Editor + Tracks/Discussion

  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???
How long is the wall in real life? At what points does it start and stop? What's the relation to the start finish line?

If you want to start the pit road on a curve make sure the "home straight" starts somewhere else on the track. For Portland it was about 250 meters before pit lane start, Highlands IIRC something similar. Ideally the 0 point (track start) occurs at a random straight part of the circuit that has no scenery as curbs ect won't go from 3999 -> 1, they'll just disappear.
 
How long is the wall in real life? At what points does it start and stop? What's the relation to the start finish line?

If you want to start the pit road on a curve make sure the "home straight" starts somewhere else on the track. For Portland it was about 250 meters before pit lane start, Highlands IIRC something similar. Ideally the 0 point (track start) occurs at a random straight part of the circuit that has no scenery as curbs ect won't go from 3999 -> 1, they'll just disappear.

There is a another trick regarding scenery or roads passing from end to start :)

All based on a 4000m track

You are correct in that (example) you start at 3950m & end at 50m that your desired object @100m will be squashed to 50m & will not pass the S/F threshold.

However......... To bypass this, instead of starting at 3950m simply change it to start @ -50m & end @ 50m therefore your 100m object will appear correctly :)

Edit: I'm not sure if doing 3950m to 4050m (based on a 4000m track) will work, give it a go :)

But the minus trick works as I've done it a few times on some of my tracks. Highlands being 1 of them.
 
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You are correct in that (example) you start at 3950m & end at 50m that your desired object @100m will be squashed to 50m & will not pass the S/F threshold.

I tried that first and it didn't seem to work properly. One could enter the pits but the entry was really short. So I'd guess the whole 1st Pit Segment was squashed to 50 m. I'll try your minus trick next and hope that will work better.

But maybe I just haven't adapted the values in the HEADER correctly!? :confused: So let's try to clarify this subject by discussing the specific values exactly (all based on a 4000 m track length):

This is what the ROAD segments should be like:

struct Load_Road road[0]
loop SF1
int flag = 0
vpos = -50
vpos2 = 50

struct Load_Road road[1]
loop SF2
int flag = 0
vpos = 50
vpos2 = 150

struct Load_Road road[2]
loop SF3
int flag = 0
vpos = 150
vpos2 = 250

struct Load_Road road[3]
loop SF4
int flag = 0
vpos = 250
vpos2 = 350

struct Load_Road road[4]
loop SF5 (reduced to 80 m)
int flag = 0
vpos = 350
vpos2 = 430

struct Load_Road road[5]
loop SF6 (reduced to 80 m)
int flag = 0
vpos = 430
vpos2 = 510

..........

struct Load_Road road[last]
Normal Road
int flag = 0
vpos = 3850
vpos2 = 3950 (correct :confused:)

I'm not sure what the correct HEADER setttings should be:

float start_point = 4000 (correct :confused:)
float homeStraightLength = 560 (100 + 100 + 100 + 100 + 80 + 80 --> correct :confused:)
float finishLine = 0 (default value, would 3950 be correct :confused:)
float startLine = 345 (395 - 50 --> correct :confused:)

How long is the wall in real life? At what points does it start and stop? What's the relation to the start finish line?

The original pit wall starts at 4000/0 (beginning of the straight) and ends at the end of the straight (vpos 370) so it's 370 m long. The real S/F-line is 100 m after the beginning of the pit wall (vpos 100).

I'd be happy to achieve a working pit lane with the S/F-line at vpos 345. Or would it even be possible to achieve the real conditions? If so, how?
 
@Patrick8308

Float startline 0 (so you'll always start at the start line no matter where you put it on your track)
Float finishline 0
Float start point is the full length of your track
Float home straight length is just info for GT6 (longest straight info on track screen) changing it has no baring on your track
 
Newly created course was successfully uploaded to GT6.
But i cannot see in online in my profile?

You need to import it in GT6 and make a test run before you can publish it.

struct Load_Road road[last]
Normal Road
int flag = 0
vpos = 3850
vpos2 = 3950 (correct :confused:)

Most likely not correct, unless you know that the exact length of your track is 4000.000 meters. Calculating the exact length of the track is not something that we can do currently, we can only calculate an approximate value. vpos2 = 0 is great because you don't need to know the exact length of the track, as the last road segment will simply stretch/compress to fit whatever the remaining gap is.

I guess you can try vpos2 = -50 and see if that works.

If a part of the track is missing a road segment you will get a gap there, and the car will run on the terrain and eventually get reset back on the track.
 
You need to import it in GT6 and make a test run before you can publish it.
How? I've read that tool collection thread, i've searched Razermans post and i didn't find anywhere how is this done.
What do i directly plug a usb into the PS3?
 
How? I've read that tool collection thread, i've searched Razermans post and i didn't find anywhere how is this done.
What do i directly plug a usb into the PS3?

After you have uploaded it with my tool. You open up your ps3 and gt6. From there, you need to open the coursemaker option (can't remember the exact name) and it downloads it from the PD server.

Then you need to complete one lap before you can save the track.

Edit: Darn slow at typing with the phone ;)
 
Has anyone tried making the Goliath Circuit from Horizon? I'll give someone a cookie :)

It's too long. But you could always make something similar in character, but shorter. Death Valley would probably be a good location.

Seconding on eran0004's comment, while it is definitely way too long (longest track at the moment is a stripped down Isle of man TT, which has 35km, or 21mi), It's definitely possible to downscale it. Going by an offhand online estimate, 29miles, any scale below x0.75 should in theory work. Nevertheless, it's a massive task.
 
With all created tools from you guys, if this track appear for me to download I will :cheers: & love it . Because this is my first arcade driving experience when I was a teenage boy. :P
Without the tunnel doesn't matter, just to make the elevation as it is.

 
If the objects are "Eifel" it doesn't automatically convert the data if there's just a switch that says the scenery is Death Valley (because the PS3 or the servers do not modify track data).
 
Here's the Goliath traced out.
goliath.png
 
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.

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.
Thank you. I am using that to balance road width.
Do you know if values lower than 8m can be used (like 7m) or even not integer values like 7.2m for road width (just to avoid freezing the PS3 once more) ?

Tight road is about the terrain that goes beyond the barriers (it's the area where you place the decorations). The tight road makes that terrain narrower (so that you can make tighter corners).
Thank you. I don't understand clearly how it works :
  • i am using Left or Right sand traps for Hairpins, so i should need to be back to normal road like (edit : no sand trap) by using Tight Road
  • it requires 3 segments instead of 2 (Sand 1 and 3)
What effect should i notice by not using it please ?
 
Thank you. I don't understand clearly how it works :
  • i am using Left or Right sand traps for Hairpins, so i should need to be back to normal road like (edit : no sand trap) by using Tight Road
  • it requires 3 segments instead of 2 (Sand 1 and 3)
What effect should i notice by not using it please ?

You don't need to go back to normal before switching to tight. Here is the pattern:

Start road(s)
Narrow 1 (x1)
Narrow 2 (as many as you need)
Narrow 3 (x1)
Sand 1 (x1)
Sand 2 (as many as you need)
Sand 3 (x1)
Narrow 1
Etc.

You can omit the middle parts if you want to. It doesn't make sense on the narrow road since you could just use a normal road instead, but with the sand traps you might get an effect that you like.
 
Hello guys, my name is djbrandaddy mac and I love to build tracks, ive bben building on the modded apks since they came out, ive been chating with Mr Grumpy ive downloaded all the files i need to get started making tracks from scratch. I was wondering if anyone could tell me the procedure on how to do this, I would appreciate just the steps

Thanks,
Dj
 
@brandon b What tools are you using?

Edit: Update to the Track Layout Creator, version 1.6 is now available.

https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/#post-11706459

Changes:

  • Disabled the join/unjoin feature, since only circuits are supported currently. Polygons are now joined by default.
  • Polygon point labels now display the point index: [0], [1], [2], etc.
  • The line between the last point and the first point is dashed, to make it easier to see where the polygon begins and ends.
  • Various minor tweaks and fixes.
 
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@brandon b What tools are you using?

Edit: Update to the Track Layout Creator, version 1.6 is now available.

https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/#post-11706459

Changes:

  • Disabled the join/unjoin feature, since only circuits are supported currently. Polygons are now joined by default.
  • Polygon point labels now display the point index: [0], [1], [2], etc.
  • The line between the last point and the first point is dashed, to make it easier to see where the polygon begins and ends.
  • Various minor tweaks and fixes.
It's great just playing around with this, but the Ted Editor will not work for me as i keep getting a message saying that the module numpy is missing...can't find him anywhere :(
 
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