The kind of Track Editor GT6 need... video inside.

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diegorborges82
Just seen this video from RR Unbounded editor. Of course, the pieces and scenarios shown on the video are adequate for RR theme (kinda burnout-ish now), but with the right pieces (normal road/track parts) it would be fantastic for GT series.

Look at the city track parts. Amazing. I still think ModNation Racers editor its the best of its kind, but RR Unbounded editor seems "easier" to implement. I say "easier" but we don't know the ammount of work involved to create such a complicated thing. It even remember me of Stunts, a game from the 90's that had an editor like this, where you had a selection of "parts" to choose. (OMG Stunts was epic, spent so many hours creating tracks on stunts)

 
Brilliant.

I agree; How I wish this game had a real track creator. It would make this game absolutely epic AND give so much more variety. Imagine the tracks that could be shared!

Modnation Racers has the best editor I've seen. I would absolutely love an editor like that.

The track creator in the video is very nice depending on how complex and long you could make it.

I do wonder how much space/how many resources/memory a proper track creator would take up though.

Are you familiar with Bob's Track Builder?
 
Brilliant.

I agree; How I wish this game had a real track creator. It would make this game absolutely epic AND give so much more variety. Imagine the tracks that could be shared!

Modnation Racers has the best editor I've seen. I would absolutely love an editor like that.

The track creator in the video is very nice depending on how complex and long you could make it.

I do wonder how much space/how many resources/memory a proper track creator would take up though.

Are you familiar with Bob's Track Builder?

TBH, just a bit... I messed with Bob's Track Builder twice or three times. I used to convert tracks from rFactor and Racer to another game... a great tool for sure. The concept may be a bit complicated for consoles, but work well for PC sims.
 
V-Rally on PS1 had a great freedom in the track creator. Something like that is what we need. With more sense though :lol:

Just to be able to make a track profile what you want, the surroundings play a second fiddle.
 
V-Rally on PS1 had a great freedom in the track creator. Something like that is what we need. With more sense though :lol:

Just to be able to make a track profile what you want, the surroundings play a second fiddle.

Yeah, I remember v-rally too! That track editos was awesome! I remember spending hours playing with the track editor back then. Good old times. :)
 
That's a good editor diegorborges, but I think the best idea for track creating comes from V-Rally 2 on the PSOne, Dreamcast, and PC. You would start with basic left-straight-right blocks but you could twist and stretch them to create anything. There was elevation changing (for hills and small(or big:dopey:) jumps) too. There were linear or circuit tracks, and you could choose between 20 countries for the location, with time of day and weather. This was also on the PSOne! 👍

This guy tries to replicate Bathurst.
V-Rally 2 Track Creator - Bathurst

btw- My favorite thing was creating linear mountain climbing or descending tracks.
 
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That's a good editor, but I think the best idea for track creating comes from V-Rally 2 on the PSOne, Dreamcast, and PC. You would start with basic left-straight-right blocks but youcould twist and stretch them to create anything. There was elevation changing (for hills and small(or big:dopey:) jumps) too. There were linear or circuit tracks, and you could choose between 20 countries for the location, with time of day and weather. This was also on the PSOne! 👍

This guy tries to replicate Bathurst.

So true. Now that all of you are talking about V-Rally 2. That's the best option for GT right now. More simple idea, yet very flexible!
 
ModNation Racers editor would be much more appropriate for a game like Gran Turismo. With the editor of the new Unbounded, I refuse to call Ridge Racer to that sacrilege, you are limited to a preset series of curves representing a huge limitation when trying to recreate real circuits.

Yamauchi was impressed with the possibilities of ModNation editor so we can only hope that progress in that direction with future iterations of the series.

 
I don't want anything super advanced, just the ability to choose the layout, I'd rather spend more time racing on the track rather than deciding where a tree or house will be.
 
ModNation Racers editor would be much more appropriate for a game like Gran Turismo. With the editor of the new Unbounded, I refuse to call Ridge Racer to that sacrilege, you are limited to a preset series of curves representing a huge limitation when trying to recreate real circuits.

Yamauchi was impressed with the possibilities of ModNation editor so we can only hope that progress in that direction with future iterations of the series.

 
^^^ applies to this, too and the Tony Hawk comment even though that was a joke.

Famine talking about Course Maker and Modnation Racers - he's a reliable source and I never knew how to explain it.
http://www.youtube.com/watch?feature=player_detailpage&v=UWt-iPxCW9g#t=855s

I think this is something a lot of people don't realize.


I'm puzzled why they left out point-to-point layouts in Course Maker and a REVERSE option.

So true... lots of tracks made feel more interesting on reverse.

And well, the point-to-point option it's one of the things I want most in GT5. Point-to-point + some new scenarios for the Course Generator and we'll gonna have fun for months.
 
Came to say that GT needs the type of editor found in V-Rally 2, so instead I shall just add my vote for the V-Rally-type editor.

It was unbelievably good. Must dig out V-Rally.
 
For sure.

An all round programming God made a program to reverse the direction of pretty much any Grand Prix Legend track... thats 1000+ tracks.

Parabolica the other way is so hard
Eau Rouge the wrong way is just plain dangerous, (Though Malmedy was pretty nice after an uphill Masta Kink at the orginal Spa.

But the best thing was the Nurbruring Backwards... then you could say you kew the track backwards and really mean it. (Ex Muhle was little piece of California in Western Germany when you reverse things.)

---
Track building.
From the way the game really struggles to prevent pop up in the Eifel Mountain track area I wouldn't expect much in this area.

A Track builder however could build a track, test it... see pop up and then work arround it.

Why do you think the early GT tracks have so many Tunnels in odd places and high tree walls, cliff faces? They act like curtains blocking off the view to some horrendous "In the distance" pop up.

Night races also means you can get away with alot of track building naughty stuff, that only the 'sight seeing' player will notice. (The road signs at SSR5 is a bit poor, but the side roads going into the void are a shame... especially when you see some of the rusty rivets they put under some of the bridges...)

But if PD did let players build track then others could test it... and then maybe if enough of a following got behind it PD could take over the track and give it a real "Polish up" - tighten up the textures, add a racing groove, and track furniture and track side objects that give a track a bit extra.
 
Ryk
For sure.

An all round programming God made a program to reverse the direction of pretty much any Grand Prix Legend track... thats 1000+ tracks.

Parabolica the other way is so hard
Eau Rouge the wrong way is just plain dangerous, (Though Malmedy was pretty nice after an uphill Masta Kink at the orginal Spa.

But the best thing was the Nurbruring Backwards... then you could say you kew the track backwards and really mean it. (Ex Muhle was little piece of California in Western Germany when you reverse things.)

---
Track building.
From the way the game really struggles to prevent pop up in the Eifel Mountain track area I wouldn't expect much in this area.

A Track builder however could build a track, test it... see pop up and then work arround it.

Why do you think the early GT tracks have so many Tunnels in odd places and high tree walls, cliff faces? They act like curtains blocking off the view to some horrendous "In the distance" pop up.

Night races also means you can get away with alot of track building naughty stuff, that only the 'sight seeing' player will notice. (The road signs at SSR5 is a bit poor, but the side roads going into the void are a shame... especially when you see some of the rusty rivets they put under some of the bridges...)

But if PD did let players build track then others could test it... and then maybe if enough of a following got behind it PD could take over the track and give it a real "Polish up" - tighten up the textures, add a racing groove, and track furniture and track side objects that give a track a bit extra.

Nice post, but I think I did a small mistake on my comment. I said that "most tracks are more interesting in reverse" where I should've said that "most Course Generator made tracks are more interesting in reverse".

So, sorry for the small mistake. :nervous:

Nordschleife, Monza, Spa... all those historic, famous and great track legends are great the way they are.
 
diegorborges (Not for conflict but for information)

Several old tracks used to run the other way round.

Brands Hatch
Albert Park (Where the last F1 race was held - the one that little Miss Jenny Button won)

I think... Buenos Aries used to run the other way round too. (The Number 2 layout)
An Italian Biker track was reversed for safety reasons. Misano after Wayne Rainey?

Vallelunga was reversed in the 60's I think.
A fair old chunk of Interlagos has been reversed now from the old convoluted track of the 70's (Ferra dura to Curva Del Sol used to run the other way)

In Rally we used to run the same stage but in reverse all the time. bit of a faff if you get lost on stage after an off though.
 
I've never played V-Rally 2, but I did have Mobil 1 Rally Championship, and that had a very extensive and very simple to use track editor that seemed to work the same way as the one from VR2 (though I can't find any videos of it); so I like the idea of the GT series having one like them.
 
Ryk
diegorborges (Not for conflict but for information)

Several old tracks used to run the other way round.

Brands Hatch
Albert Park (Where the last F1 race was held - the one that little Miss Jenny Button won)

I think... Buenos Aries used to run the other way round too. (The Number 2 layout)
An Italian Biker track was reversed for safety reasons. Misano after Wayne Rainey?

Vallelunga was reversed in the 60's I think.
A fair old chunk of Interlagos has been reversed now from the old convoluted track of the 70's (Ferra dura to Curva Del Sol used to run the other way)

In Rally we used to run the same stage but in reverse all the time. bit of a faff if you get lost on stage after an off though.

Oh ok! Thanks for the info mate:tup:
 
Every single game mentioned in this thread is awesome, probably largely thanks to the editors. PD have barely scratched the surface, and I think they know that. I expect they have plans. I'd love hill-climbs, personally, or something Targa-like, if not in length, then in style.

Also, Bugbear aren't really making a Ridge Racer game, are they? :p
 
The Ridge Racer games were great for their time, although I haven't played one since the PS2, but this isn't really Ridge Racer, which was my point.

Bugbear made the FlatOut games, and this one looks more like Burnout crossed with Stunts (granted, Burnout was heavily inspired by Ridge Racer in terms of the handling) than a pure Ridge Racer game as a result. Combine that with FlatOut's focus on silly-real, "chunky" physics and unique (multiplayer) modes, and I think this could actually be very interesting, not least because of the editor.
 
Check out the Modnation Racers editor. Extremely powerful. Out now.
Not sure how advanced that Little Big planet one will be.
 
Just seen this video from RR Unbounded editor. Of course, the pieces and scenarios shown on the video are adequate for RR theme (kinda burnout-ish now), but with the right pieces (normal road/track parts) it would be fantastic for GT series.

Look at the city track parts. Amazing. I still think ModNation Racers editor its the best of its kind, but RR Unbounded editor seems "easier" to implement. I say "easier" but we don't know the ammount of work involved to create such a complicated thing. It even remember me of Stunts, a game from the 90's that had an editor like this, where you had a selection of "parts" to choose. (OMG Stunts was epic, spent so many hours creating tracks on stunts)


I would love to create my own tracks exactly how I want them instead of having to put up with what the game throws at me. But although I do like the RR track editor, being able to quite literally drive out my track like in ModNation Racers feels a lot better.
 
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