Xenn's GT3 Research Topic (Might not be 56k friendly)

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I watched it through when it was up yesterday, here's how I think you do it (my prior knowledge combined with what I remember from the video):

1. Start up PCSX2 and GT3. Start up Cheat Engine and select "PCSX2" as the process.

2. Replace the string of the class you're replacing with "CLASS_PREVIEW". Upon selecting the class you replaced, you should be granted a selection of every car in the game.

3. Replace each opponent car string with the car you're driving. Then when you're all done, you'll have your own custom grid! :)

Did I get it right? I'm actually interested in trying this myself.


I replaced the "CLASS_C" with "CLASS_PREVIEW" and it worked :) However, I always face the same opponents specifically on Super Speedway (Celica SS2, Altezza, BMW 328ci, Honda CR-X SiR and Toyota Vitz.) That's all I notice :) Thanks!!
Additionally, where are the opponent car string?
 
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https://tcrf.net/Proto:Gran_Turismo_3:_A-Spec/Autobacs_Replay_Theater found this. Doesn't seem like anyone has talked about it
I've never seen this video before, nice find!
A few things I found interesting - Apricot hill had trees in last part of the first sector, which I find better looking than the final version.
That CLK racing at SSR5 at roughly 15 minute of the video actually has real British license plates - they belonged to a real silver CLK55 AMG, registered in 99, sadly not on the road since 2015. It had 101 000 miles on it.
I wish they kept the original SSR11 configuration with the underpass. Same goes for Super Speedway with its roofed sections.
 
They should've made two versions of it for GT3, the classic one and the "updated" one.
What I think is an ever bigger shame is that Polyphony didn't include (and probably never will) that track in any other Gran Turismo afterwards.
 
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They should've made two versions of it for GT3, the classic one and the "updated" one.
What I think is an ever bigger shame is that Polyphony didn't include (and probably never will) that track in any other Gran Turismo afterwards.
If we somehow obtained a beta/prototype of GT3 made after December 2000, we'd have a good chance of obtaining most of the classic tracks in final GT3 format, as the Store Demo Vol 2 demo already contains 2 final GT3 format tracks (which means they can be used in GT3 retail versions.) All the changes made to tracks came very late, as the promotional footage for GT3 still contains the old Super Speedway, and we can see new cars in there too, which means that at least some tracks still were in their old style at that time, which is probably January 2001 I guess. I saw somewhere that there was a prototype version of Gran Turismo Concept, so maybe we'll get lucky and eventually get a GT3 prototype.
 
If we somehow obtained a beta/prototype of GT3 made after December 2000, we'd have a good chance of obtaining most of the classic tracks in final GT3 format, as the Store Demo Vol 2 demo already contains 2 final GT3 format tracks (which means they can be used in GT3 retail versions.) All the changes made to tracks came very late, as the promotional footage for GT3 still contains the old Super Speedway, and we can see new cars in there too, which means that at least some tracks still were in their old style at that time, which is probably January 2001 I guess. I saw somewhere that there was a prototype version of Gran Turismo Concept, so maybe we'll get lucky and eventually get a GT3 prototype.

One of the Demos of GT3 had the classic SSR11 layout.

The SSR11 from the demo does not have the ferris wheel or other additions, looks more like they used the classic version as base, updated textures and models.


I would love to race on the classic version,
GT is not the same without it and that punishing chicane underneath the road.
 
I gotta mess around with the GT3 demos one day and try that beta layout myself. I don't know why I haven't yet, it isn't like I don't have an excuse.

Because as much as SSR11's chicane annoyed me in GT1, I bet that section would be way more fun to try with GT3's physics.
 
I gotta mess around with the GT3 demos one day and try that beta layout myself. I don't know why I haven't yet, it isn't like I don't have an excuse.

Because as much as SSR11's chicane annoyed me in GT1, I bet that section would be way more fun to try with GT3's physics.

Wonder if one can edit the final version of SSR11 and just open up the bottom part.
It looks like it should all still be there, haven't seen anyone break out of the track to verify it.
As PD could've taken the lazy route and just tweaked the imported version and never removed the lower part.
 
Wonder if one can edit the final version of SSR11 and just open up the bottom part.
It looks like it should all still be there, haven't seen anyone break out of the track to verify it.
As PD could've taken the lazy route and just tweaked the imported version and never removed the lower part.
Part of me honestly finds it odd that PD didn't just keep the original route as an alternate layout like they tend to do with their other tracks. They had short and long layouts of tracks in the past, so you would think they would do the same here.

As for editing, it's probably impossible at the moment. In terms of modding, I think Gran Turismo 3 is behind GT2 in that aspect right now and not even Gran Turismo 2 has track altering possible except for the textures. It might be possible to port the beta layout from the demos into the final game, but that's about it probably.
 
Part of me honestly finds it odd that PD didn't just keep the original route as an alternate layout like they tend to do with their other tracks. They had short and long layouts of tracks in the past, so you would think they would do the same here.

Think they wanted to tone down the difficulty of it.

The Demo version just looks like a HD master.
The new version looks nicer overall.

Shame it wasn't in GT4 or newer as it would've made a nice photo mode shooting location.
 
Anyone knows how to port the Diablo GT body and the 6 Formula 1 Cars from NTSC to PAL version? thanks
I have both NTSC and PAL version

You would need to extract the VOL from the disc image, extract the files from the VOL, copy over the appropriate files from the NTSC to PAL VOL, repack the VOL, and rebuild the disc image with the new VOL. Copying the files is trivial, but the rest of it needs a fair bit of knowledge of how to use several different tools.
 
I've been doing some tool development over the Xmas holidays, and have managed to port over a couple of GT Concept cars to GT3.

First up, the unused Mini Cooper S Rally '02 concept, just to give it a drive:
gt3-minirally-menu.png

gt3-minirally-race.png


I've also ported over the UK-spec Nissan Micra '02 that was used in a showroom demo, and was replaced by the Japanese-spec March '03 in GT4 onwards:
gt3-micra-menu.png

gt3-micra-replay.png


The same method and tooling will work for any car in GTC or its related demos, although I've just ported these two over as a test and don't intend to copy everything from GTC across as the cars generally don't have any upgrades. GT3 also stores its car logos and thumbnail images in the menus themselves, so that's another file format to figure out before the new cars fit in seamlessly.
 
I've been doing some tool development over the Xmas holidays, and have managed to port over a couple of GT Concept cars to GT3.

First up, the unused Mini Cooper S Rally '02 concept, just to give it a drive:
gt3-minirally-menu.png

gt3-minirally-race.png


I've also ported over the UK-spec Nissan Micra '02 that was used in a showroom demo, and was replaced by the Japanese-spec March '03 in GT4 onwards:
gt3-micra-menu.png

gt3-micra-replay.png


The same method and tooling will work for any car in GTC or its related demos, although I've just ported these two over as a test and don't intend to copy everything from GTC across as the cars generally don't have any upgrades. GT3 also stores its car logos and thumbnail images in the menus themselves, so that's another file format to figure out before the new cars fit in seamlessly.[/QUOTE

I am amazed by the continued research on GT3. Has there been any luck in finding the models for the street Diablo or EB110 as was seen in early GT3 preview videos?
 
Has there been any luck in finding the models for the street Diablo or EB110 as was seen in early GT3 preview videos?

I don't think they exist - there's absolutely no evidence of a Diablo roadcar anywhere on any known disc, and for the EB110 there's just a filename for an empty logo file embedded in one of the retail menus.

In terms of unfinished / unused cars found in various GT3 discs, there are the well-known semi-usable ones like the 911 GT3, GT-R M-Spec, and Stratos, then all I can think of other than that are the Alfa 156 Supertouring, Mustang Cobra '99, and West McLaren, all of which have no physics data. There are some placeholder parts for a Vector M12 in a demo, but no model.
 
For the last 20 years, GT3 has always felt like something was... missing. Finally, I've been able to fix that.

gt3-midget2-menu.png

gt3-midget2-menu2.png

gt3-midget2-race.png

gt3-midget2-replay3.png

gt3-midget2-replay4.png


Before anybody asks, no, this doesn't necessarily mean GT4 cars can be ported over. The model is from the original Japanese release of GT4 Prologue, which happened to have some car models (including the Midget II) in the old GT3 format, before moving completely to GT4 format for the PAL release. As GT4P's physics data has had almost zero research put into it, the physics are part GT4, part GT6, part GT2, and some scraps from the Mira used as placeholders. The colour thumbnails on the menu are taken from GT2 too.
 
I also found something interesting beside of porting tracks and cars. Actually someone from Australia started programming "Freecam" for GT3 and GT4. I think this would surprise you.


I'm pretty impressed at just how little they added to the background of Trial Mountain that they didn't need. Probably one of the cleanest levels I've ever seen in a PS2 game. Hopefully that guy does some more freecam stuff on the other circuits, just to see if they've been as minimal with the other tracks as well.
 
A bunch of things, mostly written in semi-coherent note form, that I've observed

So has anyone noticed the Smokey Mountain (North) Reverse listing in the arcade menu not only has an earlier design for the (II) used on the reverse tracks, but also that on the Bonus Items menu at least in the PAL version, it still lists it as "Smokey Mt. N. Rev."?

Those early banners used in GT Mode's 'cup selection' are still seemingly present on the final's icons quite clearly, here's a few I noticed:
  • Clubman Cup, Drivetrain Challenges, TURBO, Yaris Cup, Beetle Cup and several others, all have much simpler designs, matching up with the earlier ones. (No/single colour background and choppy/basic font design, in the case of the Clubman Cup it's certainly using the older design)
  • 4WD CHALLANGE and Legend of Silver Allow are still typo'd and the former has the earlier colour palette (or maybe even a different one)
  • Super Speedway endurance has a typo: '150 mile', the banner says '150 miles' on the final
  • Stars & Stripes uses the early logo
  • Quite a lot of the others overall just have lack of polishment in areas, mostly the colours being off or text being slightly different in comparison to the text on the actual big banner
The dream car championship banner says 'Length: 4343mm Nissan'. No idea why, I wonder if this is related to Kaz's vision of 'I love Skylines so much', or it was placeholder text never removed.

The SSR5/CSR5 banners say this copyright text:
"(C)1999 Polygram Ltd. Developed by ???? 3D (UK) Ltd.
Polygram and the Polygram Logo are TM or (R) of Polygram Ltd.

An official product of the FIA Formula One Championship

Licensed to Formula One Association Ltd."

IIRC this exact text is found on a bunch of the unused/earlier leftover banners, so it's probably been mistakenly left.

"Gran Turismo" of all things is misspelled "Grand Turismo" on the "British Gt Championship" banner (which has incorrect capitalisation on the menu). No idea what the newspaper article is from but more than likely something totally unrelated going by what is legible of it.

There's a bug in the 'selection of difficulty' of Arcade Mode, highlighting Professional difficulty shows a shadow saying... 'Hard'. Might not be a bug, maybe a design leftover. But the real big meat of what's a blatant leftover from an earlier stage in development, possibly even what appears to just be directly transcribing notes and internal names rather than properly categorising anything at this point, in Arcade Mode can be seen in the rolling car list in the class selection (making this a pretty old leftover):

CLASS C
Altezza RS200
Slk230
MR-S S-edition
Storia X4
156 25v6
Roadster RS
Vitz RS15
Altoworks Sport ltd
MINI Cooper 1.3i
328Ci
Delsol sir
206 s16
Roadster
Beetle
Pt Cruiser
CLASS B
S2000 Type-V
Legacy B4 Blitzen
S15 Spec-R Aero
Integra Type-R
Celica GT-Four
S13 Ks
Civic Type-R
FTO GP-R
Opel Speedster
Accord Euro R
180SX
MR2
Clio Sport v6
Civic sir2
Celica ss2
TT
Acura L Type-S
Coupe
RX7
R32 gtst
CLASS A
NSX S-zero
RX7 RZ
R34 GTR v2
LANCER Evo7 gsr
3400s
Supra RZ
Impreza wrx
Camaro ss
Corvette z06
MoterSport Elise
Tuscan Speed6
Zonda c12
XKR coupe
Clk55
S4
RX8
R33 GTR
R32 GTR
NSX
LANCER Evo6
RX7 RS
Mustang Svt Cobrar
GTO
Esprit Sport350
Elise 190
CLASS S
Viper Gts Team Oreca
R390 Race
Opel ASTRA Race
Clk Race
Castrol Supra
Denso Supra
Loctite GTR
Calsonic GTR
Raybrig NSX
Castrol NSX
PENZOIL GTR
Storm v12 Race
Xj220 Race
Panoz Esperante Race
ARTA NSX
RALLY
Escudo Pikespeak
Xsara
LANCER
Impreza
Lancer Evo6
206
Focus
Escort
Corolla

One of the B-licence tests in the PAL localisation still says "Eunos Roadstar" (yes, typo included, just like the internal name). Didn't really look at most of these though, so might be a lot more and more interesting ones too.

The intercooler in the car settings menu is quite humorously called, "Racing Big". I literally started pissing myself laughing when I saw that.

The icon for 'simulation' tyres in the tune up menu, still has a (C) on it for 'control', leftover from an earlier translation presumably using the GT2 term for the tyre type.

All of this was found in the PAL version (1.0, the non-platinum version) by personal observation. The rolling list took me ages to compile, couldn't find it anywhere, and all the relevant typos are retained (Cobrar is... lmao)

tl;dr the localisation process of this game was a complete mess somehow (presumably due to a rushed deadline after the 'GT2000' hype), and it is no surprise that GT3 comes across as possibly the least polished game in the entire series overall, except maybe for GT5's initial release.

Part of me honestly finds it odd that PD didn't just keep the original route as an alternate layout like they tend to do with their other tracks. They had short and long layouts of tracks in the past, so you would think they would do the same here.
Fragments of SSR11's chicane were left over in the reverse version in the final if I'm not mistaken, I saw a tweet about it ages ago, still using various GT1 textures (meaning PD changed it presumably when prettifying the track up).

Can't find it ever since annoyingly, I think the author deleted their account. Either way, I have the impression it relates to the AI for whatever reason - indeed it seems odd so there was clearly a technical reason to change it in this game, and I suspect some trouble with the AI's response at that part of the course may relate... given how unresponsive in this particular one they can get this statement kind of makes sense
 
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GT2 didn't have any fixes or other changes in the Platinum version
More specifically the PAL release never got a second revision for both GT2 and GT3.
Dunno about the NTSC versions, though. Could be different for GT2 given it was an instant hit and would have quickly attained platinum status (were 1.2 discs even produced non-platinum?), doubt it for 3.
 
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