Hi! This is a very simple version and might or might not fully cover everything one day. This document has been created using x86GP2 version 0.753 things will probably change in future versions!
The original document has images, but right now I don't have time to upload and put them here. I will do as soon as I have some time.
Also, if someone can point me out to where I can more or less permanently upload the pdf, I think it can be helpful for other people. Right now is no discord but I don't trust it that much... or at all (not the server or its admins, but discord as a whole).
This will be a fast and not too comprehensive tutorial on how to create custom seasons with GP2 using Hatcher’s x86GP2 and EXEtoTAD.exe from here:
[
grandprix2.racing]
We “need” the windows version of Gp2edit:
[
www.grandprix2.de]
(There are other ways where you can directly export the files needed, but this is how I learned and is also more “visual”)
And will be downloading the carsets, carshapes and circuits from the excellent grandprix2.de page:
[
www.grandprix2.de]
PREPARATION
Copy the “CONTENT” folder from the x86gp2 folder into the folder you have GP2 installed (where GP2.exe is).
Copy the EXEtoTAD.exe again where GP2.EXE is.
Now I strongly recommend you do a full copy of the GP2 folder. I’m going to try to install a 2005 season, so I will rename this copy as GP2_05. We will use Gp2edit with this folder to prevent messing with the original game.
On the left-hand side of grandprix2.de you will see links to the mods
We will need 2005 Carsets, Carshape and Tracks. Unzip them inside a custom folder of your choosing. I recommend to create subfolders so everything is better organized.
As carsets I’ve downloaded Tim De Klein’s one for no particular reason. Inside the zip you will see a file called 2005 TdK.GP2
For carshape I’ve downloaded the David Stunnenberg and Erick Von Draxeler’s one. For no particular reason. 2005_evdjs.dat is the file we want.
Now run GP2edit and point it to where the GP2_05/GP2.EXE. If it was already pointing somewhere else you can go to Window -> program configuration to change the path
Now click on the folder icon on the top left to load a carset
Well, I didn’t chose the best year because 2005 only had 10 teams and GP2 is hardcoded to have 14 teams, so you will see some fictional ones at the bottom. On the bright side you can use them to create your own team!Now you should see a Ferrari as the first car with Schumacher and Barrichelo as drivers.
We are going to export this into the game by pressing the GP2 symbol with the blue arrow pointing to it.
Select everything and press EXPORT.
Now a very important part: pressing the File Names box you will see the equivalence between the original files and the modded ones. Write them down or make a screenshot so you know what files you want.
For instance, Ferrari is the original WILLIAMS.JAM file and HELMETS1.JAM is the file we need to add the... well... helmets.
Inside the GP2_05 folder run EXEtoTAD.exe program. It will create a file called CONVERTED.TAD. This will save us to copy by hand lots of data from GP2edit.
Now we go to our GP2 folder, the “good” one Not the 2005 one. The one we want to use to play.
Open the CONTENT Folder and go to the seasons folder. You will see a folder called 1994_x86GP2. Duplicate it and rename it to, for instance, 2005_test
Open it and rename the 1994_x86GP2.tad to the name as the folder: 2005_test.tad
Open it and prepare to feel overwhelmed for 5 seconds. Breathe. It’s OK, reading the notes hatcher added you will understand what everything is for. But also, if you open the CONVERTED.TAD file from the GP2_05 folder you will see that you just can copy/paste everything from TEAM #1 onwards.
Pay attention, as in some cases some CREW colours might have errors, that you will have to fix them manually.
The cockpit colours are all 0 0 0 0 but you can change the colours in-game
The team_color 0 0 0 line is the color of team’s dot in the game map. Change it as you like ussing RGB from 1 to 255. If you don’t change it, the game will use the cockpit colour.
Other things you need to change. From the GP2_05/GAMEJAMS folder copy all the .JAM files we saw earlier in the editor (WILLIAMS.JAM, TYRELL etc. 16 in total) into your GP2/CONTENT/seasons/2005_test/liveries folder. Those are, indeed, our car liveries.
If you remember, Our 2005 Ferrari is original’s WILLIAMS.JAM. For this liveries to work they can’t have the original names, so we must rename into something different. Of course it can’t be Ferrari, so let’s rename it into FER05.JAM and put this same name into the Ferrari team data inside 2005_test.tad
(You can use longer names, I used a short one because I prefer that way)
Copy the HELMETS1.JAM into the GP2/CONTENT/seasons/2005_test/helmets folder.
So in the 2005_test.tad file would look as:
helmets "HELMETS1.JAM"
TEAM #1
{
team_name "Ferrari"
team_name "Ferrari"
carshap_var 0
livery "FER05.JAM"
tyre_brand 0
Do the livery thing with all the teams. The helmets only this first time.
And now we need the carshape, or otherwise the car would look like a 1994 car with 2005 livery.
On GP2/CONTENT/seasons/2005_test/carshapes folder we put the 2005_evdjs.dat file we donloaded earlier.
Carshapes are a bit tricky because you can only use one that will be applied to all the cars so, if there are several options, use the one you like the most.
Next you have to add the name of the carshape to the 2005_test.tad file:
carshape "2005_evdjs.dat" // if not default then a filename from the mod's carshapes folder
And we are mostly there. If you activate the mod you will be able to edit the cockpit colours.
But if you go to a race you will see there are some transparent gaps on the cars. That’s because the numbers position in the 2005 livery are different from the ones in the 1994 cars.
So you have to go again to GP2edit and press the number 1 icon
Copy those numbers in the equivalent position in GP2/CONTENT/seasons/2005_test/liveries folder liveries.cfg file.
In this case it looks like this
// CAR NUMBER POSITIONS
// These are the default values.
// Position of where to place the numbers
CAR_NOSE_NUMBER_POS
{
nose_X 3
nose_Y 29
}
CAR_REAR_WING_NUMBER_POS
{
left_wing_X 246
left_wing_Y 102
right_wing_X 4
right_wing_Y 149
}
// Position of where to source the number from
FIRST_CAR_NOSE_NUMBER_SOURCE
{
source_X 111
source_Y 20
source_width 72
source_height 9
}
SECOND_CAR_NOSE_NUMBER_SOURCE
{
source_X 111
source_Y 38
source_width 72
source_height 9
}
FIRST_CAR_REAR_WING_NUMBER_SOURCE
{
source_X 185
source_Y 29
source_width 9
source_height 9
}
SECOND_CAR_REAR_WING_NUMBER_SOURCE
{
source_X 196
source_Y 29
source_width 9
source_height 9
}
This is applied to all the cars, you just need to do it once.
TRACKS
With what we’ve done until now you can already drive your brand new 2005 season cars... but on 1994 circuits. Let’s add some more modern ones.
Here we will find another GP2 engine limitation: We can only have a 16 race championship. No more, no less. And 2005 season had 19.
Fortunately, thanks again to hatcher, we can have as many custom tracks as we need. So you can race a full 2005 championship by racing single custom tracks and writing the points in a simple excel file.
Lets go to the GP2/CONTENT/tracks folder. Create a new folder and call it Melbourne_2004
Inside that folder create another one called JAMS
Download the 2004 Melbourne circuit (Andreas Schulz) from the tracks section on grandprix2.de and open it. Copy the .dat file inside the Melbourne_2004 Folder and rename ir as Melbourne_Australia_2004.dat.
Now copy all the .JAD files inside the JAMS folder.
(Other tracks have JAM files. X86GP2 works with both).
And that’s that!
You can now go to the game, load your 2005 drivers and cars. Select Melbourne as custom track and enjoy!
CREATING A CHAMPIONSHIP
What? You want to create a championship anyway? Take into consideration 2 things:
The first one I mentioned it already, you can only have 16 races. You would have to discard 3 for the 2005 season.
The other one is that when you load a championship through the in-game modding menu you can’t load custom tracks.
Other than that, this is easy. You have to go to the GP2/CONTENT/championships folder and duplicate the example 1994_x86GP2.cha file. Rename to however you want. I called it 2005_season.cha
Open the file and edit as you need. To add Melbourne you can do this
#01 "Melbourne_2004" "Melbourne Grand Prix" Where the Melbourne_2004 is the name of the folder we used for the track.
Complete the other 15 tracks and change the points to the 2005 rules:
P_01 10
P_02 8
P_03 6
P_04 5
P_05 4
P_06 3
P_07 2
P_08 1
That’s it!
Now you should be able to load a 2005 championship.
To be 100% honest, this has caused a conflict with my 1984 championship. Will talk to hatcher about it.
ENGINE SOUNDS
This is one of the latest (as of 0.75x version) additions!
You will find many sounds on... you guessed right grandprix.de.
You can put the sounds you want for your season inside the GP2/CONTENT/enginesounds folder. You need to create a specific folder, let’s call it 2005s.
As per the update log:
- CUSTOMISABLE ENGINE SOUNDS:
- engine sounds go into content/enginesounds/the_name_of_your_engine_folder/
- the directory has to contain the following files:
- engine_start.wav
- engine_idle.wav
- engine_low.wav
- engine_high.wav
- downshift#1.wav, downshift#2.wav, downshift#3.wav
- idle, low and high have to loop seamlessly
So we need those sounds.
For the game you will probably find the sounds as sound00.wav and so on. The equivalence is:
- engine_high.wav Sound00.wav
- engine_low.wav Sound01.wav
- downshift#1.wav Sound02.wav
- downshift#2.wav Sound03.wav
- downshift#3.wav Sound04.wav
- engine_start.wav Sound05.wav
- engine_idle.wav Sound06.wav
Make sure to check the spelling, as a mistake here can prevent the mod to load.
Some carsets include its own sounds. You can access them from GP2edit pressing the speaker icon
You can select the sound you want and press “Save as...” and you will have the .wav file needed. But with this method there’s no guarantee that the looping and the volume will be good if you just export sounds made for the original GP2.
Once you have the files properly named go to GP2/CONTENT/seasons/2005test and open the 2005_test.tad file.
Add to the proper line the name of the folder where we’ve put the sounds (2005s)
engine_sound "2005s" // a directory name from the enginesounds directory
THAT’S IT
I’m sure I’ve made mistakes and not explained myself well in some parts. Be patience with me.
I really hope this helped!
You can contact me here or in the GP2 discord server as ferdebb