[Mod] Gran Turismo 2 plus (bug fixes, restored content and new content) - beta 7 released

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Note the Dodge Neon ACR has a skin error. It has fog lights and door trim, but those are the two things that the ACr didn't have.

It had the bumper for the fog lights, but they shouldn't be present, just holes which were used for brake vents on the race versions.

Here's an actual ACR

https://www.motor1.com/news/263273/buy-this-rare-dodge-neon-acr/


Secondly the AE86's have their early and late versions swapped. The 83 is the 85 and the 85 the 83. This is a mistake on both the Trueno and the Levin.
 
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Secondly the AE86's have their early and late versions swapped. The 83 is the 85 and the 85 the 83. This is a mistake on both the Trueno and the Levin.

Yep, they're a mess, each car is a mix of names and models - I've sorted it out for the next release though.

I'll have a look at the ACR too - it's not hugely accurate in any way to be honest.
 
Well guys, I have to say the work you're doing looks fantastic. GT2 is probably still my favourite of the series. I spent a lot of time on it. I was especially pleased to see the JGTC Supras get some digital love. I think I did the GT300 and GT500 championships with all of the cars multiple times. It disappoints me slightly that more of the cars haven't been upgraded in later games other than the Pennzoil Nismo GT-R. But these refreshed models are a great stand in, also maintaining the feel they had originally.

I just would like to ask if you have any plans to correct the power figures for all of them and also the drive of the Skylines (4WD to FR)to more life like? I would imagine that would take a lot of work but that's why I ask.

For me one of the most frustrating things when I originally played GT2 was that I found it impossible to win any races in the GT300 championship in the Weds Sport Celica because it weighed over 100kg (iirc) more than the next heaviest car, the Momo MR2.

Thanks for your work, I will have to try your version of the game sometime soon.
 
Agreed, since JGTC's regulations say the wheel drive must be rear

I believe this was true for the GT500 class. And while 4WD wasn't allowed in GT300 either in 1999, some cars were FF, see the Celica, the Trampio FTO and a few others that aren't included in Gran Turismo.
 
I just would like to ask if you have any plans to correct the power figures for all of them and also the drive of the Skylines (4WD to FR)to more life like? I would imagine that would take a lot of work but that's why I ask.

For me one of the most frustrating things when I originally played GT2 was that I found it impossible to win any races in the GT300 championship in the Weds Sport Celica because it weighed over 100kg (iirc) more than the next heaviest car, the Momo MR2.

As with most racecars, there aren't really any known power figures for the GT500 cars in reality, and Polyphony seem to like doing racecars with well-inflated power numbers as if they were derestricted with the boost turned up (see the 715ps Venturi 600 LM, or the 467ps Escort WRC). Not only is it a fair bit of work to remake the whole power / torque curve for each of these cars, I don't have any known accurate data on what sort of power they each actually make, so I'd just be guessing.

The drivetrain of the GT-Rs will get fixed at some point, it just takes some consideration of the setup and tyre sizes on them compared to the other cars to avoid the patch just making them undriveable. I'll also be sorting out the weight of the Celica GT300 at some point, because that's clearly a bug and copied from the roadcars.
 
As with most racecars, there aren't really any known power figures for the GT500 cars in reality, and Polyphony seem to like doing racecars with well-inflated power numbers as if they were derestricted with the boost turned up (see the 715ps Venturi 600 LM, or the 467ps Escort WRC). Not only is it a fair bit of work to remake the whole power / torque curve for each of these cars, I don't have any known accurate data on what sort of power they each actually make, so I'd just be guessing.

The drivetrain of the GT-Rs will get fixed at some point, it just takes some consideration of the setup and tyre sizes on them compared to the other cars to avoid the patch just making them undriveable. I'll also be sorting out the weight of the Celica GT300 at some point, because that's clearly a bug and copied from the roadcars.

That's a great answer thanks very much. This pretty much agrees with my own suspicions about the power figures too. It doesn't detract from the enjoyment of these cars. But it would be great to have the GT-Rs with the correct drive train.

The Celica on the other hand does annoy me because the version the computer drives is competitive. So again it would be great to drive that corrected.

Is there anything else in the pipeline for JGTC cars?
 
The Celica on the other hand does annoy me because the version the computer drives is competitive. So again it would be great to drive that corrected.

Is there anything else in the pipeline for JGTC cars?

The opponent Celica is the same weight as the player car, car stats just don't seem to affect them as much.

I don't think there's much else for the JGTC cars specifically - one of the NSXes has its headlights permanently on and another has gaps in the wing struts, but not a lot else.
 
Hey Pez, gotta ask you something... You pretend to put back the cars you removed due to the limitations on the ISO? Skyline V-Spec N1, 155, etc.
Removing the unused models or something like that doesn't release some space? Since I don't know how it works, I was curious about theses things. And other thing, the other paint schemes like the Exxon GT-One will still be in game? Since those don't exist in real life, could be another color option for the cars instead of another model? Or remove them from the game to release some space, I don't know? Thanks in advance, man and good luck with the new update!
 
You pretend to put back the cars you removed due to the limitations on the ISO? Skyline V-Spec N1, 155, etc.
...
And other thing, the other paint schemes like the Exxon GT-One will still be in game? Since those don't exist in real life, could be another color option for the cars instead of another model? Or remove them from the game to release some space, I don't know?

The custom cars won't be in GT2+ as restoring everything that's possible to do already hits the body limit, so I have to leave space for things that may one day be possible, such as the Silvia LM Edition. They will get some sort of release eventually though, either in another big mod or individually.

The Exxon cars have already been deleted to save space in alpha 4.1 - it's not possible to make them an alternate colour option as the textures are different, not just the palette colours. They're full of bugs anyway, some have missing descriptions, and the GT-Ones are unobtainable even in the US game. Better to just let the game revert back to the Esso versions than spend time fixing them.
 
The opponent Celica is the same weight as the player car, car stats just don't seem to affect them as much.

I don't think there's much else for the JGTC cars specifically - one of the NSXes has its headlights permanently on and another has gaps in the wing struts, but not a lot else.

Thanks for the insight.

I forgot to ask if you'd already put the racing number on the '97 Zexel GT-R (#2 I believe) and what are the chances of getting the correct number on the '96 Castrol Supra? This should probably go in the "Mods" thread lol.
 
I forgot to ask if you'd already put the racing number on the '97 Zexel GT-R (#2 I believe) and what are the chances of getting the correct number on the '96 Castrol Supra?

I'm no artist, and certainly don't have any plans to repaint the Castrol Supra to make space for a number, but the Zexel GT-R is a decent idea. It looks like there's space on the texture sheet to handle the mirroring of the number on the other side of the car, it'd just need someone with art talent to paint it on.
 
Thanks for the insight.

I forgot to ask if you'd already put the racing number on the '97 Zexel GT-R (#2 I believe) and what are the chances of getting the correct number on the '96 Castrol Supra? This should probably go in the "Mods" thread lol.
I did it (while also discovering a bug that mapping is one pixel different on one side):
 
I'm no artist, and certainly don't have any plans to repaint the Castrol Supra to make space for a number, but the Zexel GT-R is a decent idea. It looks like there's space on the texture sheet to handle the mirroring of the number on the other side of the car, it'd just need someone with art talent to paint it on.

I did it (while also discovering a bug that mapping is one pixel different on one side):

The Celica GT-Four RM also has that "bug". It's annoying. I'll do those numbers as well one day

Guys, thanks very much for the insight, I look forward to seeing the finished products. Great work.
 
Wow, Pez! Can't wait to see that Silvia! About the custom cars, they were good, but if it messes the game because of limitations, its better to leave them out. Besides, the things you've bring back to the game, made the game a lot better, stable and so on, and since those are still official things, suits the style of the mod you're developing. Thanks for the response, man!
 
Wow, Pez! Can't wait to see that Silvia!

Yeah, if it is possible one day then I'll be sure to add it. Once the model formats are known enough to port the Silvia LM, then anything else from GT1 is possible too.

If someone manage to get the CLK GTR demo and restore it, will be great!
I know it is extremely rare

I personally don't believe that such a demo exists - there are a couple of press screenshots of the car in some action poses, but nothing that actually shows it as a functioning car as far as I'm aware, never mind being driven by someone outside of PD as an full-on demo. There's no reason for them to hang on to random development builds from 22 years ago either, disk space was expensive.
 
Yeah, if it is possible one day then I'll be sure to add it. Once the model formats are known enough to port the Silvia LM, then anything else from GT1 is possible too.

Yeah, since the formats someday will be deciphered, some GT1 cars that didn't make it on GT2 would be awesome, like the NSX-R LM GT1 Turbo.
 
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At that point, you might as well make the models from scratch.
In this respect I have not thought about it. It is a pity that GT2 has such restrictions. I am waiting for the release of PS5 because GT7 is to be released under this console and then I will buy it to check if something has improved.
 
The PS1 wouldn't be able to handle aything higher quality than what GT2 pushed, and PS1 GT cars have roughly 15x less polygons than GT3 for GT2, and 20x less polys for GT1. The file format itself is limited both in vertex quantity (the dots hat make up faces) and the overall size of the file containing the 3D models. So it's completely impossible to make anything from GT3 work on PS1 at all. They'd all need custom models and textures.
 
The Celica GT-Four RM also has that "bug". It's annoying. I'll do those numbers as well one day

Just remembered that the afore mentioned Weds Sport Celica is missing it's number (#19) too for any of you feeling picky and digital arty! :)
 
I do tests of all special cars that can be bought for 400 meters / 1000 meters (without any modifications) and V-Max (on autopilot) but I don't know how to sort them in groups or all into one group.
 
As with most racecars, there aren't really any known power figures for the GT500 cars in reality, and Polyphony seem to like doing racecars with well-inflated power numbers as if they were derestricted with the boost turned up (see the 715ps Venturi 600 LM, or the 467ps Escort WRC). Not only is it a fair bit of work to remake the whole power / torque curve for each of these cars, I don't have any known accurate data on what sort of power they each actually make, so I'd just be guessing.

The drivetrain of the GT-Rs will get fixed at some point, it just takes some consideration of the setup and tyre sizes on them compared to the other cars to avoid the patch just making them undriveable. I'll also be sorting out the weight of the Celica GT300 at some point, because that's clearly a bug and copied from the roadcars.

Here you have the Escort technical data real life:

Engine R4 2,0 l turbo

5-speed sequential gearbox

AWD drive type

Length 4211 mm

1770 mm wide

Height 1425 mm

Wheelbase 2550 mm

Curb weight 1230 kg

Maximum power: 300 HP (221 kW) at 5,500 rpm

Maximum torque: 500 N • m from 4000 rpm
 
@GTveteran it all depends if there's the possibility to add the required color(s) to make the numbers or not. A lot of cars don't have numbers because the limitations in the amount of colors is to much (16colors max per palette for any given part of the body)
 
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