Okay, report time.
1) I found a bug which was crashing the game when GPxPatch debug mode was turned off. The split2 position, in the "GP4 Infos extended data" window, is too close to the end of the track. It must be at sector 604 or earlier so the track loads even with debug mode off.
2) CC-line. What happens at your last two corners is that the cc-line sectors have a small Curve 1 radius, causing the cc-cars to slow down. By making the cc-line turn earlier into the corners, you can use larger radius and, therefore, the cc-cars will be faster. See the following picture: yours is the white line, the red line is what I suggest.
3) The disappearing objects. As you noticed, it happened at specific places where the original Hockenheim track was. That's because the original tracks have something called Visibility Sets: in certain portions of the track, only certain objects are visible (which makes a lot of sense in Hockenheim, since it would be useless to render the forest section when driving the stadium section, for example). One workaround is the one you found. The other is setting each object's "Camera" property to zero, which makes it ignore the Visibility Sets. You can change this property for lots of objects at once using the "Batch Edit" feature in the "Search" tab.
4) The weird lighting: you need to Compute Normals (Action menu) for each object to correct this. In the picture below, I recomputed normals for some objects. Sadly, you can't do this to many objects at once like the Camera setting.
5) Another graphical bug you may have noticed: sometimes some objects are displayed in front of other objects when they really are behind them. This is related to texture formats. In your .wad all textures are DXT5-Full transparency. Textures that don't have any transparent parts (like grass and tarmac) should be in DXT1 Format, with no transparency. DXT1 textures are also smaller than DXT5. Textures like trees and skidmarks, which do have transparent parts, should be left as DXT5.
GP4 gets confused with too many transparent textures in the screen at once. In the next two pictures, I show the same section of track before and after changing some textures to DXT1 with TexResizer.
That's it, keep up the good work
@Lo2k: please add Compute Normals to Batch Edit window
My unfinished tracks: [
www.grandprixgames.org]
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