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Why there isn't a track or cockpit editor for GP1.

By John
26 October 1998

Trevor Kellaway

The questions below are part of email conversations I have had with Trevor Kellaway (who created GPEditor and all the GPxxx F1GP utilities).

Q: Someone said you told them it would be possible to make a track editor. Was that true?

A: They didn't understand me. I said that a couple of people were working on a GP1 track editor prior to GP2 coming out and that they switched their effort over to GP2 (where they now have the basics of a track editor working).

Q: Could you supply me with some information on how to start such a project?

A: I doubt you could find anyone who would be interested in spending the huge amount of time required to get this working.

Q: Do you think it would be possible to edit the cockpits?

A: No. The GP1 screen cockpit is built on-the-fly (unlike GP2) and would be difficult to modify.

Q: Do you think it is possible to edit the order in which tracks play?

A: I don't know, I never went looking for this.

Steve Smith

The questions below are part of email conversations I have had with Steve Smith (who created F1Ed and various other Amiga utilities).

Q: Would it be possible to edit the car shape?

A: I did in fact manage to alter the shape of the car in the game (at one point, but I've long since forgotten how to do it). However, it looked more complicated than my hacking skills allowed (i.e.. I worked out how to change "something" but not how to change it consistently). Interestingly enough, it looks like the same technique was used to render the cars in GP2. That is, there is a different set of polygons when the car is near to the camera than when it is further away.

Q: A Track Editor?

A: I never tried. Maybe someone out there is working on it. I remember way back in the days of the Amiga that someone sent me a revised version of the Phoenix track ... all that time ago!

About Author

This article was written by John. John is the resident programmer ("CGI-Guy") of SimRacingWorld.com. He has designed the site and written all of the code that serves the content.

John has written 36 articles for SimRacingWorld.

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