GP4 Mesh Tools for Blender - Animations! [V2.30][Released][Updated - 26/02/2025]

Posted by Öggo 
Beside my skills are not graphics I understand that this is a great evolution to GP4.

Thanks a Lot!!!
Thank you everyone for the kind words and support!

I noticed a bug during import/export of texture names in the *.gp4 plugin, it should now be fixed. Download link in the first post.

Awesome features you managed to create !

How the hell could you reverse engineer the animation file format ? :-O

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Can you do a full season without qualifying ? Let's find out : [www.youtube.com]



Edited 2 time(s). Last edit at 05/12/2023 10:02AM by zifox.
Wow! What a fantastic set of add-ons for Blender! It is a huge step in tools development for GP4. Thank you very much, Diego! (Y):-)

Edit: And it works great for cars! No bad vetices or any other trouble! Perfect! :-)

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Edited 2 time(s). Last edit at 05/13/2023 05:06PM by Excalibur.
Hi everyone!

Blender introduced some changes in the APIs with versions 4.0 and 4.1 that required GP4 Mesh Tools to be updated. This also gave me the excuse/opportunity to do some general code refactoring and optimisation, and also to add a couple features: you can now select how the alpha channel will be applied to the material in Blender (specular map or alpha blending) while importing a *.gp4 file, and Blender native "sharp" edges are now fully supported and properly exported to all formats.

As usual, do not hesitate to contact me for any questions or you run into any issues.

Updated download link is in the first post.

Wow! Thank you. This is an incredibly important tool that allows GP4 modding to continue with access to modern tools. V1 has already transformed the way I mod, so thank you so much for the compatibility fix and improvements.


Great update of this incredible tool.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
TY mate!

Samuele
32BOBO32
Huge update and still a really amazing plugin. I believe it still doesn't get the attention it deserves. should be pinned to the FAQ, please!



GP Files | GP Videos | Discord: Carl_gpgames#2350
Hi Diego! :-)

Thanks a lot for this huge improvement with alpha layers and compatibility with Blender v.4.X

GP4 Mesh tool is now essential for car modeling to me since the first version :-) Thank you so much!(B)(Y);-)

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Incredible work!

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Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]
I will not make any work with modeling for now ( lack of knowledge, need more time to study ) but thanks a lot, seems that this can help to improve the speed and work quality for graphics!!!

Best

Jose
Thank you for the update Diego. Another great oportunity to learn modding in blender.

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PLEASE VISIT: Grand Prix Mods Blog
Amazing work, thanks!
One word " Brilliant!" Thank you very much ..............


" Perfection is not a gift ....... it comes with practice."

Member of R.S.C.T Group
I've finally got round to trying this, I was curious to see if I could use a couple of old tracks I made for GP4, in Automobilista. I'm trying to open the .gp4 file in Blender 4.1 but I get the following.. any ideas what could be the problem?

Couldn't open file C:\Users\User\Desktop\1997 GP4 tracks\tahiti\maps\melborne2001\melborne2001.gp4 (Lights tag expected, 0x0 found.)

Also when I tried to open Nurburgring as a test, having extracted the wad and converted the tex to tga files, Blender became unresponsive and memory usage gradually climbed up to 10GB, without it loading anything.
I work in 3ds max, and I'm trying to use Blender as an intermediate step to export as .obj, or .fbx or .dae, anything really.

I tried the wrl export in GP4 builder, but that only seems to export scene 1 and 4 materials out of a couple of hundred , 3ds export in GP4 Builder changes the material names so they don't get read in by 3dsimed, I'm out of ideas. How did people convert GP4 tracks in ye olden days? ;)

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Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]



Edited 1 time(s). Last edit at 11/27/2024 12:23AM by salvasirignano.
salvasirignano Wrote:
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> How did people convert GP4 tracks in ye olden days? ;)

Used the mesh of the track layout to build the .dat and then convert 3d
of pitbuilding, grandstands or any other big noticeable big object etc etc and generally meant remaping the objects again ...
it was painfull and still kind of is from totally from scratch.


2010 to 2021 Gp4 Track updates Jorge's Track updates blog
salvasirignano Wrote:
-------------------------------------------------------
> I've finally got round to trying this, I was curio
> us to see if I could use a couple of old tracks I
> made for GP4, in Automobilista. I'm trying to open
> the .gp4 file in Blender 4.1 but I get the followi
> ng.. any ideas what could be the problem?
>
> Couldn't open file C:\Users\User\Desktop\1997 GP4
> tracks\tahiti\maps\melborne2001\melborne2001.gp4 (
> Lights tag expected, 0x0 found.)
>
> Also when I tried to open Nurburgring as a test, h
> aving extracted the wad and converted the tex to t
> ga files, Blender became unresponsive and memory u
> sage gradually climbed up to 10GB, without it load
> ing anything.
> I work in 3ds max, and I'm trying to use Blender a
> s an intermediate step to export as .obj, or .fbx
> or .dae, anything really.
>
> I tried the wrl export in GP4 builder, but that on
> ly seems to export scene 1 and 4 materials out of
> a couple of hundred , 3ds export in GP4 Builder ch
> anges the material names so they don't get read in
> by 3dsimed, I'm out of ideas. How did people conve
> rt GP4 tracks in ye olden days? ;)

Hey Salva, send the file that is giving you the error, and I can investigate what's happening.
As far as Blender taking a really long time to load a full track 3D scene, I'm not totally surprised.
My suggestion for you would be to use a combination of GP4Builder (for the overall track) and Blender (for modelling objects), rather than trying to bring the entire thing into Blender.

Hi all,

Fongu noticed a strange graphical glitch after updating the refueller for the 1994 mod. This lead to the discovery of a quirk in some Pit Prop (*.rfb) files (refueller and flag post, to be specific), where some loose vertices (not belonging to any face) were present in the original files but not in the new ones. Weirdly enough, these loose vertices, or rather the absence of them, seem to be the reason for those glitches. So, an update to the add-on was needed to now allow the possibility to import/export these vertices, when needed.


Updated download link is in the first post.

Thanks so much for working with me to resolve this issue and releasing this update (Y)


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