- 1,492
- Germany
- KiroKai
- KiroKai
Interesting to note that this video was posted to the Gran Turismo TV channel instead of the Gran Turismo official channel.
It's the same channel, probably YouTube/Google+ name.
Interesting to note that this video was posted to the Gran Turismo TV channel instead of the Gran Turismo official channel.
I'm waiting to watch it, but would Shazam work?I absolutely loved this!
Does anyone know the name of the songs that were used? They were absolute ear candy!
Interesting idea.@Aussie_HSV Maybe if GTP and PD collaborate to create an app of sorts. ME NO KNOW
It would surely bridge the GT fanbase closer to the makers. Or creators. I don't feel like meeting my maker just yet lol
Sorry to have kept you waiting for so long!
Eifel Flat
In contrast to the fields of mustard flowers in the sun, the wet surface gives a different atmosphere. Sunny and rain, with hills and not, 4 patterns of terrain is available on the Eifel might prove to be a great spot to host endurance races.
The map themed on Death Valley of the United States is also a great landscape for photo shot. You can place telephone poles on an unending straight to give it the feel of an actual road there, creating a scene straight out of a movie. It might become a favorite in the open lobby!
They should had listed all the things that cannot be done using GT6 track editor:"GT6 Track Path Editor"
http://pitstop.gran-turismo.com/en/article/2243
I wonder why the limitation on tight hairpins and chicanes. These are essential features in many race tracks and I don't see any hardware or software limitation for this.They should had listed all the things that cannot be done using GT6 track editor:
-tracks longer than 10km
-tracks with elevation changes
-tracks with tight turns/chicanes/hairpins
-tracks with varying width
-tracks with varying camber
-tracks that have a main straight shorter than 500m
-tracks with crossover section (figure 8 tracks like Suzuka, stuff like the loop at Cape Ring, etc)
I suspect it's due to the way they're handling trackside object placement.I wonder why the limitation on tight hairpins and chicanes. These are essential features in many race tracks and I don't see any hardware or software limitation for this.
I suspect it's due to the way they're handling trackside object placement.
Iirc there's a minimum distance between track edge and barriers, you can't have a barrier right on the edge of the track, that's probably one of the reasons for the restrictions on tight turns.I wonder why the limitation on tight hairpins and chicanes. These are essential features in many race tracks and I don't see any hardware or software limitation for this.
Sounds like they need to customize the software a little more to accommodate these very common race track features. Maybe GT7.Iirc there's a minimum distance between track edge and barriers, you can't have a barrier right on the edge of the track, that's probably one of the reasons for the restrictions on tight turns.
Probably because it's been sixteen months since anyone at PD acknowledged their own Q&A publicity stunt existed and this "blog-style service" is mostly ignored nowadays anyway, but hey. What would we do without you to educate the unwashed masses once again?At least the arguments, of which I was lambasted at the time, that the blog was created to answer GTPlanet Q&A questions have faded away.
(*Ridiculous notion BTW, but one that many argued at the time*)
I'm thinking it might be a quick and dirty way to prevent tracks that can't be completed or glitch out. The V-Rally 2 example people were bringing up when the app launched was significantly more powerful, but it was also common to accidentally create a track with geometry that the graphics engine couldn't render correctly; and somewhat more difficult but still simple to accidentally do a track with messed up timing sectors and even tracks that couldn't be completed, and you wouldn't know until you went to test it. Now couple that with the length of time it takes to have the PS3 generate your track...I wonder why the limitation on tight hairpins and chicanes. These are essential features in many race tracks and I don't see any hardware or software limitation for this.
Now couple that with the length of time it takes to have the PS3 generate your track...
I would think PD and their developers would have the knowledge and expertise to program these features into the game if they wished to wouldn't you?
If it isn't a limitation, it could be that Kaz just overlooked or didn't want users to have this much control over Course maker.
So he has the developers, the talent and the know how, but a lot of ideas just never pop into his head. He wakes up one day and a light turns on, when say T10 had already thought of and integrated the same thing in their games long before he had the idea to do something similar.
I'm thinking it might be a quick and dirty way to prevent tracks that can't be completed or glitch out.
It's possible this was just them playing it safe so they don't have to try and troubleshoot any such issues.
I think it's like @GTPorsche said, it's due to their trackside object placement. The objects have a strip running alongside the track, and a really tight corner would fold that strip over on itself. Probably causing graphical issues. It doesn't speak too highly of Polyphony's skill that they were unable to solve that particular issue. I mean, the obvious solution would have been to have additional point types, so instead of only straight and curve, we could also have angle bend and hairpin. These could then have custom object placements which would suit them.
Seems like an easy fix, but as with everything Polyphony we'll never know why they didn't take the easy option.
...that Kaz is either an idiot or an :censored:hole. Didn't want users to have that much control? Who would remove creative control from a course maker? An :censored:hole.
@ImariCan other Games studios do better?
Well I reckon its a Limitation of the 3d modeling software platform which can't be done on the Cell processing engine PS3, or in fact the Gran Turismo OS itself, could that be possible?
Or maybe Kaz does not have the best project managers and design and creation strategy in the first place.
Do you think PD themselves know how to do it properly?
Are there other games out there that allow the sort of control over track creation that you guys expect?
I know nothing about CAD and 3D modelling but it seems to me some of you think that the features and control you are expecting aren't that hard to implement. So is it in fact a technical hurdle on the PS3 or not?
You guys must know how to do this stuff yourself. And does anyone know which software they are using?
I reckon it all comes down to money and politics as always seals the deal. Even though they had 2 years to do it. Maybe thats all he could come up with, maybe that's just the simple answer! I don't know and don't pretend.
All I know is I'm not having good luck with Android emulation software and I'm not buying a tablet.
OR it could simply come down to PD not having the Skill they need to adapt the software to accommodate these features.