You've heard right.
After my modding on GT5, I am currently in the process of making a rather massive mod for GT6 which should easily double or triple the length of the game and while doing so this discovery happened rather randomly while working on my event generator for both games, and after a couple of attempts it turns out there is a very easy way to play these tracks again. Now by easy it still means that you need a modded console (discussion about this is not allowed) and basic understanding on how to repack a few game files but its nothing complicated at all, you can use custom tracks in actual events, making modding possibilities quite huge (i.e a f1 championship with f1 track replicas).
The way it is possible is probably the original way that Polyphony Digital used to make seasonals that took place on Death Valley for instance, and reverse engineering the process made it quite clear.
You might be familiar with how course maker tracks are represented in the game, .ted files. These files exist in the game as an encrypted form for the few samples. They are also bundled within replay files (and if you do have replays with custom tracks, I urge you to archive them as a global database is something i'd consider doing.)
Events in the game are represented in a basic format, XML's. You can customize them very thoroughly, and it turns out that they also allow for directly bundling these .ted files in.
Some examples >>
This feature will soon be available on my event generator.
If you're interested you may have a read at this very helpful thread to create and/or extract .ted files from your game: https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/
After my modding on GT5, I am currently in the process of making a rather massive mod for GT6 which should easily double or triple the length of the game and while doing so this discovery happened rather randomly while working on my event generator for both games, and after a couple of attempts it turns out there is a very easy way to play these tracks again. Now by easy it still means that you need a modded console (discussion about this is not allowed) and basic understanding on how to repack a few game files but its nothing complicated at all, you can use custom tracks in actual events, making modding possibilities quite huge (i.e a f1 championship with f1 track replicas).
The way it is possible is probably the original way that Polyphony Digital used to make seasonals that took place on Death Valley for instance, and reverse engineering the process made it quite clear.
You might be familiar with how course maker tracks are represented in the game, .ted files. These files exist in the game as an encrypted form for the few samples. They are also bundled within replay files (and if you do have replays with custom tracks, I urge you to archive them as a global database is something i'd consider doing.)
Events in the game are represented in a basic format, XML's. You can customize them very thoroughly, and it turns out that they also allow for directly bundling these .ted files in.
Some examples >>
This feature will soon be available on my event generator.
If you're interested you may have a read at this very helpful thread to create and/or extract .ted files from your game: https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/