GP4 Track Editing - new new thread

Posted by markko 
Re: GP4 Track Editing - new new thread
Date: September 14, 2019 12:07AM
Posted by: TomMK
Those AI behaviour problems you're posting look more like because you've modded the game physics or performance, rather than a problem with the CC-lines.

Try reverting to a vanilla version of the game and checking the behaviour again.

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: GP4 Track Editing - new new thread
Date: September 14, 2019 12:29PM
Posted by: klausfeldmann
TomMK schrieb:
-------------------------------------------------------
> Those AI behaviour problems you're posting look
> more like because you've modded the game physics
> or performance, rather than a problem with the
> CC-lines.
>
> Try reverting to a vanilla version of the game and
> checking the behaviour again.


Yes, that could maybe solve this problem to a high degree. Nevertheless we know these issues also by the original (vanilla) game. E.g. in Melbournes third chicane (Clark-chicane) or in Suzukas hairpin the AI sometimes (especially at the start) also tries impossible moves by braking way too late an reeving in again just before crashing into the front man's rear.
Re: GP4 Track Editing - new new thread
Date: October 01, 2021 10:20PM
Posted by: zifox
A particular page of this thread popped up in google while looking for information on cfp files, and I realized that, like the crowd flash position file, there are some bin (tarmac) files in GP4\Maps\#Track#2001. So I'm digging up this thread ! :)

I'm wondering whether (and when) they are used ? Should I updat these files as well ? I'm puzzled by their existence, my jerez track seems to work pretty well as it is.
Re: GP4 Track Editing - new new thread
Date: October 02, 2021 12:21AM
Posted by: Turbo Lover
They are needed for dry and wet sections.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 02:10AM
Posted by: Alesi no1
I was wondering how you get the starting lights positioned on the gantry at the start?.. what coordinates do you use for them to show up in right order as i cannot seem to line them up as they should

here is a pic of what i mean..

[i.postimg.cc]

thanks
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 01:42PM
Posted by: Turbo Lover
I think you have to use the program Starting Light Editor 1.0 to edit the starting light positions: [www.grandprixgames.org]



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 04:43PM
Posted by: Alesi no1
Turbo Lover Wrote:
-------------------------------------------------------
> I think you have to use the program Starting Light
> Editor 1.0 to edit the starting light positions:
> [www.grandprixgames.org]


I am doing it through TSM so i have to put the coordinates in the .ini file,like so

[StartingLights]
X1 =116.163
Y1 =382.146
Z1 =1.738
X2 =113.753
Y2 =378.922
Z2 =1.134

so i check the position in gp4bulder of the lights and input them into the .ini file but the lights are still coming up like the pic i showed,is there a tutorial or guide for starting lights anywhere?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 05:57PM
Posted by: Turbo Lover
If I am right the coordinates of X1, Y1 and Z1 should be the coordinates of the starting light at the top left corner.
The coordinates of X2, Y2 and Z2 should be the coordinates of the starting light at the bottom right corner.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 05:58PM
Posted by: Prblanco
The coordinates X1, Y1 and Z1 are the center of the upper-left light, while X2, Y2 and Z2 are the center of the lower-right light.

You can create a temporary vertical surface in GP4Builder, Align it to the start gantry (Edit menu) then move/rotate/scale it until it's positioned like the picture below. Then you can see the vertex coordinates and use those in the track's .ini.

EDIT: For original tracks, the size of this vertical surface is approximately 2.11 (width) x 0.29 (height) meters. For modded tracks, you can use these as a starting point but may need to scale depending on the gantry mesh.




My unfinished tracks: [www.grandprixgames.org]
Send bug reports and track editing questions to f1virtualblog@gmail.com



Edited 1 time(s). Last edit at 01/06/2023 06:04PM by Prblanco.
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 06:41PM
Posted by: Alesi no1
Prblanco Wrote:
-------------------------------------------------------
> The coordinates X1, Y1 and Z1 are the center of
> the upper-left light, while X2, Y2 and Z2 are the
> center of the lower-right light.
>
> You can create a temporary vertical surface in
> GP4Builder, Align it to the start gantry (Edit
> menu) then move/rotate/scale it until it's
> positioned like the picture below. Then you can
> see the vertex coordinates and use those in the
> track's .ini.
>
> EDIT: For original tracks, the size of this
> vertical surface is approximately 2.11 (width) x
> 0.29 (height) meters. For modded tracks, you can
> use these as a starting point but may need to
> scale depending on the gantry mesh.
>
> [i.imgur.com]


Thanks for that Prblanco will try it at the weekend when i am off work and see if that works:)
thanks
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 09:03PM
Posted by: Alesi no1
Prblanco Wrote:
-------------------------------------------------------
> The coordinates X1, Y1 and Z1 are the center of
> the upper-left light, while X2, Y2 and Z2 are the
> center of the lower-right light.
>
> You can create a temporary vertical surface in
> GP4Builder, Align it to the start gantry (Edit
> menu) then move/rotate/scale it until it's
> positioned like the picture below. Then you can
> see the vertex coordinates and use those in the
> track's .ini.
>
> EDIT: For original tracks, the size of this
> vertical surface is approximately 2.11 (width) x
> 0.29 (height) meters. For modded tracks, you can
> use these as a starting point but may need to
> scale depending on the gantry mesh.
>
> [i.imgur.com]


So i managed to try it tonight and it worked a treat..
[i.postimg.cc]

Thanks so much Prblanco for the tip:)(B)
Re: GP4 Track Editing - new new thread
Date: June 23, 2025 09:01AM
Posted by: hasbeenbannedfromuse
Nvm sorted out all my questions, so here is the Oran Park with the raw img-to-3d conversion of mahaffey theatre from St. Petersbourg (placed in Oran Park though, since I had some troubles extracting tex files for St Pete). I advice you guys to use free image-to-3d tools to save a lot of time on complex background images, it is kinda sad that it takes ages (if not decades) for you to manually create some stuff that is not even important since it is usually somewhere on the background:


Previous acc (Soutsen) has been banned from use cos of some annoying spammer used the same @mail domain.

↑↑↑ Link to my YouTube channel with some of my STUPID music.



Edited 8 time(s). Last edit at 06/23/2025 08:19PM by hasbeenbannedfromuse.
Re: GP4 Track Editing - new new thread
Date: January 01, 2026 04:51PM
Posted by: maes
Apologies if this has been asked before but I couldn't find the answer. How can I move a single vertex in GP4 Builder? When I try to move a single vertex it will always drag the whole object along with it.
I want to fix the textures of the kerbs at Eau Rouge.




Edited 1 time(s). Last edit at 01/01/2026 04:52PM by maes.
Re: GP4 Track Editing - new new thread
Date: January 01, 2026 06:38PM
Posted by: Turbo Lover
In the options dialog, you can change influency fade out if I am correct.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 01, 2026 09:55PM
Posted by: maes
Turbo Lover Schreef:
-------------------------------------------------------
> In the options dialog, you can change influency fa
> de out if I am correct.

This is correct, thanks!
Re: GP4 Track Editing - new new thread
Date: February 21, 2026 11:15PM
Posted by: ricomaster
Hi ,

To include any track I MUST have the author's permission.
Who created the nonCSM 87 mod / tracks? I would like to contact the author about the possibility of including its tracks in MAC87.

I am using the Monza track from the nonCSM 87 mod as a testbed.
There are two segments missing, and I would like to also change the cc line at the old first chicane

Also, at double apex corners the cc cars lift the throttle before the 2nd (at 1st Lesmo and at Parabolica)

I just read the Ultimate track editing guide
Is anyone willing to fix the cc line so the cars do not slow down at corner exit?

Also, I have an idea that might add the furious 80's car shaking: i could increase the tarmac resolution in Blender
Subdivide it - and add random variations creating an uneven surface - then reimport it into the track file.
That would be interesting as a test.


If there is a good soul out there willing to take a look at this post - or help by fixing it - that it would rock!
Any help will be credited and much appreciated



Edited 5 time(s). Last edit at 02/21/2026 11:58PM by ricomaster.
Re: GP4 Track Editing - new new thread
Date: February 23, 2026 02:24AM
Posted by: lorak
ricomaster wrote:
-------------------------------------------------------
> Hi ,
>
> To include any track I MUST have the author's perm
> ission.
> Who created the nonCSM 87 mod / tracks? I would li
> ke to contact the author about the possibility of
> including its tracks in MAC87.
>
> I am using the Monza track from the nonCSM 87 mod
> as a testbed.
> There are two segments missing, and I would like t
> o also change the cc line at the old first chicane
>
> Also, at double apex corners the cc cars lift the
> throttle before the 2nd (at 1st Lesmo and at Parab
> olica)
>
> I just read the Ultimate track editing guide
> Is anyone willing to fix the cc line so the cars d
> o not slow down at corner exit?
>
> Also, I have an idea that might add the furious 80
> 's car shaking: i could increase the tarmac resolu
> tion in Blender
> Subdivide it - and add random variations creating
> an uneven surface - then reimport it into the trac
> k file.
> That would be interesting as a test.
>
>
> If there is a good soul out there willing to take
> a look at this post - or help by fixing it - that
> it would rock!
> Any help will be credited and much appreciated


It would be great to add those tracks. Hopefully you get the permission from the track authors.
Re: GP4 Track Editing - new new thread
Date: February 23, 2026 07:02AM
Posted by: jcgrj
Hi Rico

I think the tracks in the non-CSM 87 mod use tracks from 1988 pack.
Kerley built a 1989 also based on cleberpister and plodekk from 1988.

Send a private message to him.

Concerning the cc-line I can help. You want cc-cars faster at Lesmo and Parabolica?

Best

Jose
Re: GP4 Track Editing - new new thread
Date: February 23, 2026 11:39AM
Posted by: ricomaster
Ill PM you, thanks!! Wow
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