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Learning track editing in gp2 in 2025
Posted: 13.05.2025, 15:54
by samsepi0l
Hello - I am trying to learn track editing for gp2 now in 2025 (I should have done this 25 years ago)
I was hoping to do a fresh build of long beach 1983 configuration. I've already built long beach 1991 and 1996 for CART in icr2, so I am very familiar with the long beach track.
I have downloaded the entire track creation tutorial info from
https://www.waa63.ch/racesim/TEIC/index.html
For this track I started with the original microprose barcelona track since it is a clockwise circuit with the pits on the right side of the track (just like long beach 83)
Barcelona has I believe 92 sections, I didn't need all of these to make it fit the long beach 83 overlay. I started by straightening the track and then doing the sections one at a time. I think it matches my bitmap well. The problem right now I am having is that I don't know how to move the start of the pitlane so it is in a different position.
Can anyone help with what I need to do next? I need to figure out a way to move the pitlane so it comes off right at section 52 before the shoreline drive straight.
Re: Learning track editing in gp2 in 2025
Posted: 13.05.2025, 17:04
by Michael82
Great news! I like this track and I had started a layout of this track for my 1983 season and I was like you now I learned the base of the trackeditor. Unfortunately I gave up this project. Did you add the 0x86 (Connect Pit Lane Start)command in T52?
Re: Learning track editing in gp2 in 2025
Posted: 13.05.2025, 18:43
by samsepi0l
Michael82 wrote: ↑13.05.2025, 17:04
Great news! I like this track and I had started a layout of this track for my 1983 season and I was like you now I learned the base of the trackeditor. Unfortunately I gave up this project. Did you add the 0x86 (Connect Pit Lane Start)command in T52?
This was what I needed to do! Awesome thank you Michael!!!
Now I will work on adjusting the pit geometry.
It took me 5 years to master ICR2 track editing, hopefully I can do it in less for gp2.
Re: Learning track editing in gp2 in 2025
Posted: 13.05.2025, 18:52
by samsepi0l
Here are my objects that I made for the 1991 long beach version for icr2, I am hoping to be able to replicate this in gp2.

Re: Learning track editing in gp2 in 2025
Posted: 13.05.2025, 22:47
by samsepi0l
I edited the pitlane shape to make it fit more like it should. I will read up and try and understand how to merge it with the track next!

Re: Learning track editing in gp2 in 2025
Posted: 14.05.2025, 11:53
by Michael82

great job! Pitlane is particularly difficult with the fences begin and end. There is another difficulty with the high of the pitlane... because the values are inverted in trackeditor and when you join the track.
Re: Learning track editing in gp2 in 2025
Posted: 15.05.2025, 07:58
by samsepi0l
Michael82 wrote: ↑14.05.2025, 11:53

great job! Pitlane is particularly difficult with the fences begin and end. There is another difficulty with the high of the pitlane... because the values are inverted in trackeditor and when you join the track.
Thank you. I am still working on following the tutorial as closely as I can and getting the correct commands inserted so the pit fences will work. I am thinking I might have to add a few more sections at the pit entrance and the pit exit so that the fences can be placed more accurately. Michael- I notice in your tracks you use many many little tiny sections... is there a reason for this? (I'm sure there is)
Re: Learning track editing in gp2 in 2025
Posted: 15.05.2025, 16:05
by Michael82
The little tiny sections are usefull for more precision particularly in the curves. The original layouts were sometimes inaccurate and now we can use more detailed satellite images.
Re: Learning track editing in gp2 in 2025
Posted: 20.05.2025, 23:58
by samsepi0l
Guys I need some help. I am trying to get my pit lane to connect, and I have the fences turned on so I can view them. On the pit entrance, I'm not positive but I think I have it right. The pit exit is really causing me problems though. I tried to add the appropriate commands and it is drawing the pink walls out in into the middle of nowhere.
I am kind of stuck now.
Re: Learning track editing in gp2 in 2025
Posted: 24.05.2025, 18:55
by samsepi0l
Guys I had some new success with this... My problem with the pit lane exit was that I was attaching the points that needed to be on the track exit section- in the pitlane itself (duh).
EDIT: I also want to know... on a street circuit like long beach it would be lined with barriers on both side. Would I just keep the "bank" settings on the track right and left to zero? I checked Michael's Monaco 86 and I don't exactly understand why he does not do this all of the time. I understand in some corners you would have a long runoff (Like turn 1 Monaco 'San devote")... but this would be paved not grass..
Re: Learning track editing in gp2 in 2025
Posted: 30.05.2025, 20:05
by samsepi0l
Quick question about objects and making objects...
It seems there is a tutorial for Paul Hoad's object editor, but it is for beginners.
It seems like most of the object tutorials I've read on the site focus on taking existing objects and maybe modifying dimensions to create different shapes. This is limiting.. What about creating objects with polygons by defining the points?
I can do this in icr2... This is how I made these objects for my icr2 long beach.
has anyone made objects from scratch like this, or is there a tutorial I am missing?
The tutorial here:
https://www.grandprix2.de/Anleitung/tut ... diting.htm
says...
Warning. Do not use this tutorial as a guide to adding any points, verticies or textures to an object. You WILL have many problems.
I am working on an Advanced 3D Object Editing tutorial, which will cover this, but it does not have answers to all of the problems you will encounter. Use this tutorial as a guide to modifying existing objects that have enough points, verticies or textures to create the object that you want.
Re: Learning track editing in gp2 in 2025
Posted: 02.06.2025, 06:07
by Michael82
Yes it is very limitating. I never succeeded to make an object from zero with the "objecteditor". You have to do many changes from the best original object for your track. I mean the object the most similar.
Re: Learning track editing in gp2 in 2025
Posted: 03.06.2025, 00:23
by samsepi0l
Michael82 wrote: ↑02.06.2025, 06:07
Yes it is very limitating. I never succeeded to make an object from zero with the "objecteditor". You have to do many changes from the best original object for your track. I mean the object the most similar.
I'm wondering if this is something we can have AI help us with. If we can understand how the formats are made we may be able to make a tool to make these from scratch. This is what I do with icr2.
Re: Learning track editing in gp2 in 2025
Posted: 09.06.2025, 02:22
by samsepi0l
Guys right now my track does not have a CC line but I need to drive around with the keyboard so I can observe changes I am making as I make them. Because the CC line is not there the keyboard steering "help" tries to move me all over. The settings do not allow this to be turned off because I have it set for controls with the keyboard... I tied the keyboard steering disable tool listed in the utilities- but this isn't working.
Any pointers I can use to address this?
Re: Learning track editing in gp2 in 2025
Posted: 14.06.2025, 06:39
by samsepi0l
To answer my previous question I found a program called "key2joy" which converts key input into joystick output making gp2 think I am using a joystick which lets me drive without the steering help.
I am having another problem and was hoping to get an answer from maybe michael or the previous track builders.
I have used the bridges from Barcelona in Long Beach, but the problem is I want to use several bridge that will have different textures. Right now they all have the "shell" logo on them and I will need to make these unique. What's the best way to do this? Right now I am using a bridge which is offset 1408.