Track editing progress notes
That looks awesome! Funny that I had recently started a similar project in C++ as well. With the goal of not only showing a TRK but creating and/or editing it as well. I only got so far as the TRK parser though until real life took over yet again. I will be following this project very closely, that's for sure!
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(12-02-2025, 11:33 PM)Tjerk Wrote: That looks awesome! Funny that I had recently started a similar project in C++ as well. With the goal of not only showing a TRK but creating and/or editing it as well. I only got so far as the TRK parser though until real life took over yet again. I will be following this project very closely, that's for sure!

SK - Do you remember when we were using the Nigel Patterson tool to make LPs for Detroit downtown and the placement looked ahead of the real track position in the game? I'm curious if my LPs still do that with your tool.
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(12-02-2025, 11:33 PM)Tjerk Wrote: That looks awesome! Funny that I had recently started a similar project in C++ as well. With the goal of not only showing a TRK but creating and/or editing it as well. I only got so far as the TRK parser though until real life took over yet again. I will be following this project very closely, that's for sure!
Always glad to have your support, Tjerk!

(12-03-2025, 01:52 AM)samsepi0l Wrote: SK - Do you remember when we were using the Nigel Patterson tool to make LPs for Detroit downtown and the placement looked ahead of the real track position in the game?  I'm curious if my LPs still do that with your tool.
I'm finding that most LP lines seem to make sense and apexes in the correct spots when I look at it through my viewer, but there are some weird spots, for example here at Denver:

   

And at Detroit:

   

I don't notice anything weird with the AI cars driving through there. So this is kind of a mystery to me.
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(12-03-2025, 02:46 AM)checkpoint10 Wrote: And at Detroit:
...
I don't notice anything weird with the AI cars driving through there. So this is kind of a mystery to me.

If you 'move' line down then apexes should be in places and line will be smooth. Because line's apexes there are not in corners at all.
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Okay I invite you guys to try this app: https://github.com/skchow03/icr2tools/re...iewer_v0.1

There is no set up needed, except click on the Select Folder... button on the top right, and then find your ICR2 directory. It should then populate a list of all your tracks. I realize the UI is a bit messy because it is doing both the AI visualization and the camera editing, but I'll make it more organized later.

EDIT: I am looking at the LPs for the default tracks and they all look great in the viewer. So I don't know if I really have a problem with the LPs being shifted in my app, or if we have a problem with our RPY to LP conversion in certain places.
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Just a quick test for me, but it seems to work great and will already be very helpful for checking out camera's and AI lines. Very well done already.
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(12-03-2025, 06:05 AM)Tjerk Wrote: Just a quick test for me, but it seems to work great and will already be very helpful for checking out camera's and AI lines. Very well done already.

Thanks for testing it, glad it works. I will keep improving it - please let me know of any suggestions!
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Quote:I'm finding that most LP lines seem to make sense and apexes in the correct spots when I look at it through my viewer, but there are some weird spots, for example here at Denver and at Detroit

I can explain those 2.  I was trying things by trail and error in Denver because the corner there is way too tight a radius (I was still finding my way).  In Detroit- I might have had a similar problem with the tight radii, but I can't remember.  I was very much at the same point in maturity at both of those LP files.  I have improved some since then (not much but some!)

Edit: In Detroit - this must be the end of congress right? I had all kinds of problems with them hopping off of race and onto pass1 so I tried some things to prevent it. I would probably do things differently if I did it again.
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New release: v0.1.1

https://github.com/skchow03/icr2tools/re...wer_v0.1.1

- Added display of boundaries (now you can see the pit lane easier)
- Added menu bar / selecting ICR2 folder is now in the File menu
- Camera icon is now an inverted triangle pointing at the spot where the camera is
- Other minor tweaks

[Image: attachment.php?aid=2487]


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(12-03-2025, 12:55 PM)checkpoint10 Wrote: Thanks for testing it, glad it works. I will keep improving it - please let me know of any suggestions!

As a general question: how feasible is it to start using this project as a new way to start editing tracks, or even creating them from scratch? For example, does the SG file give us things that a TRK creator (like the editor for GPL) could not offer?

I think it would be incredible if you could create your whole track and build it for ICR2 without ever losing progress (like having to re-do all AI files, or accidentally having the MRK file removed, etc) in a modern program like this. Even when you get used to the old DOS tools, they are still pretty clunky.

Adding objects in OPE has always been a weird endeavour for example. Being able to just plonk them into this program and move them around would be so much easier. But then again, the objects are only added in the .3D phase so I have no idea yet if that particular idea even makes sense.

But anyway, that would be my own ultimate goal with the editor I was working on. So my first task was to load the TRK into a dynamic container which will allow me to take out, change or add sections at will without affecting anything else. I am now working on a graphical representation of that container in real time and that is a bit of a struggle because the toolset I am using (Ultimate++) is not heavily focused on graphical output. Building an image out of it would probably not be a problem, but having things be clickable and draggable would be another thing altogether. The project has been on pause for a few weeks already because of that, but I enjoy working on it so will probably return to it at some point.
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