I´m agree with VBC,
Track editor for GP3 in the first sight looks really complex , but belive me, is more easy than looks. Roberto Scandura writes and excellent manual.
For example, rFactor racing simulator use 3D MAx animation program to build circuits, and you need learn 3D Max modelling and texture techniques to really make circuits for that program. If you dont know anything of 3D modelling is really hard to begin with this type of tracks. (and you need of course 3D max program ver.7 at last, and $1,500 dls. to buy
)
GP3 offer a Track editor for free, you dont need previous knowledge of 3D modelling tecniques. You can put textures in an easy form, you dont need any knowledge about UV textures (UV textures are warp maps for 3D models like carsets for GP3) and anything about making instances for the track objects (an INSTANCE in 3Dmax is the physic description of a 3D object in relation with an other objects in the same 3D scene. For example, if an object cast shadows, propertys for collisions with other objects, etc. ) Whit GP3 Track editor you dont´need to calculate object collisions, the barriers are barriers, you crash with them, the kerbs act like kerbs, you only put them in the track, no more.
Yes, the new racing simulators based in 3D High level programs have awesome graphics, textures and objects physic behaviors really impresive, but if you compared textures, construction and circuits from barriers to the center of the tracks, GP3 is really great. And GP3 has a great rain and weather conditions, a lack off for the modern racing simulators ( in 3D programs to simulate rain you need particle sytems, and you need a motor program to translate the particle system to the racing program to simulate rain in the game, a very complex task)
And other GP3 advantge: the Trees. Wow, a very very very wise solution for put trees in scenary with a great result. The trees in GP3 are special objects pre programed with a dynamic normals and better resolution( a normal is the face direction of a texture). The face of texture ever point to driver view, and this cause a volumetric sensation. When I see the ugly "X" trees (2 planes crossed and textured) in the modern racing simulator tracks, I stand up, take my hat off and clap to Gramond team
, really wise guys. Make a decent tree in 3D program is posible, but if you want a great result yo need a 3D object with a large number of polygons, a complex object, result = a low frame rate ( a very large ocuppancy in terms of GP3). The GP3 tree solution is one of the most great solutions (with the rain) in any PC game, belive me.
About scenary, you can make decent and good scenarys. I´m pull to the limit GP3 track editor with Pau track, with awesome results
and imo, Pau track for GP3 is better than Grand Prix legends Pau track. Or take a look for the great Major Tom´s Nurburing track, awesome, o Roberto Scandura Tracks, master art works, and the best of best, Belini tracks.
And to be honest, I tempted to make tracks for other simulators (rFactor and Racer) but I´m use Ligthwave and Maya 3D programs and in this moment I dont have time to learn 3D max o convert maya o lightwave to 3D max and adecuate the files for racing simulators. Mybe I try with GP4
But first, I want to finish my last task for GP3, the 1970 mod
For me its great to make GP3 tracks, its incredible when I drive my own circuit, its a great reward.
You dont lost anything downloading Roberto Scandura´s track editor manual and reading it.
My only complain is with track objects. I want a GP3 object editor to make from scratch new objects (you can edit existent objects of all GP3 tracks with track editor and export to your track), any have one????? jajajajajaja