2 weeks ago the teams done their first round of testing at the Jerez race track now that they have had some time to learn from their early testing the teams will now continue to learn more about their cars.
1. Pastor Maldonado, Lotus, 1m 25.011s, 69 laps
2. Kimi Raikkonen, Ferrari, 1m 25.167s, 74 laps
3. Daniel Ricciardo, Red Bull, 1m 25.547s, 59 laps
4. Sergio Perez, Force India, 1m 26.636s, 34 laps
5. Felipe Nasr, Sauber, 1m 27.307s, 79 laps
6. Max Verstappen, Toro Rosso, 1m 27.900s, 94 laps
7. Jenson Button, McLaren, 1m 28.182s, 21 laps
8. Pascal Wehrlein, Force India, 1m 28.329s, 32 laps
9. Pascal Wehrlein, Mercedes, 1m 28.489s, 48 laps
10. Susie Wolff, Williams, 1m 28.906s, 86 laps
11. Lewis Hamilton, Mercedes, 1m 30.429s, 11 laps
Pastor Maldonado topped the timings on the first day he took advantage of using the soft tires. However his day with Lotus didn’t go perfect he had to stop twice during his 69 laps because of sensor issues. Kimi Raikkonen drove his Ferrari for over 70 laps and posted the second fastest time its also important to mention the car ran without any problems for the whole time. Ricciardo, Perez, Nasr and Verstappen had a good day by completing a lot of laps and seemed positive about it. The same can’t be said for Button though as a faulty seal on the MGU-K part of his Honda power unit caused them problems the team will have to now redesign it. Pascal Wehrlein had a great day as he mentioned later on he done some testing with Force India and because Lewis Hamilton took unwell early on he got to drive the Mercedes as well. Susie Wolff done a good number of laps in the Williams.
1. Daniel Ricciardo, Red Bull, 1m 24.574s, 143 laps
2. Kimi Raikkonen, Ferrari, 1m 24.584s, 90 laps
3. Felipe Massa, Williams, 1m 24.672s, 88 laps
4. Sergio Perez, Force India, 1m 24.702s, 121 laps
5. Lewis Hamilton, Mercedes, 1m 24.923s, 89 laps
6. Nico Rosberg, Mercedes, 1m 25.556s, 66 laps
7. Fernando Alonso, McLaren, 1m 25.961s, 59 laps
8. Jolyon Palmer, Lotus, 1m 26.280s, 77 laps
9. Marcus Ericsson, Sauber, 1m 27.334s, 113 laps
10. Carlos Sainz Jr, Toro Rosso, 1m 28.945s, 100 laps
Daniel Ricciardo had a great day with his Red Bull team by topping the timings. Massa and Raikkonen were also not far off the fastest time and Raikkonen did go on to say they had planned to do more than 90 laps but small issues held them back. Perez put in more much needed laps the Force India needs after missing the first round of testing completely. Both Hamilton and Rosberg took turns driving the Mercedes and seemed happy with the car. McLaren had their best day yet with Alonso driving a total of 59 laps. Jolyon Palmer drove the Lotus and Marcus Ericsson drove the Sauber both drivers seemed happy with the testing. Carlos Sainz Jr went off at turn 9 during his testing but overall still managed 100 laps.
1. Pastor Maldonado, Lotus, 1m 24.348s, 104 laps
2. Max Verstappen, Toro Rosso, 1m24.739s, 129 laps
3. Lewis Hamilton, Mercedes, 1m26.076s, 101 laps
4. Marcus Ericsson, Sauber, 1m 26.340s, 53 laps
5. Sebastian Vettel, Ferrari, 1m 26.407s, 105 laps
6. Daniil Kvyat, Red Bull, 1m 26.589s, 111 laps
7. Felipe Massa, Williams, 1m 26.912s, 55 laps
8. Pascal Wehrlein, Force India, 1m 27.333s, 81 laps
9. Valtteri Bottas, Williams, 1m 27.556s, 49 laps
10. Jenson Button, McLaren, 1m 29.151s, 24 laps
Maldonado again appeared on top of the timings he seemed very happy and positive about the car and how they achieved so many laps. Verstappen in the Toro Rosso used super soft tires to set the second fastest time and done an impressive 129 laps. Hamilton came third with things looking okay for Mercedes but Ericsson spent a lot of time in the garage with gearbox issues he managed only 53 laps. Vettel had a bad start by spinning the Ferrari into the gravel early on but went on to do 105 laps. Kvyat had a good day with Red Bull. Both Felipe Massa and Valtteri Bottas got to test the car and were also seen practicing pit stops. Pascal Wehrlein continued to test for Force India and Jenson Button had a very bad day with McLaren with more problems popping up with the car.
1. Romain Grosjean, Lotus, 1m 24.067s, 111 laps
2. Nico Rosberg, Mercedes, 1m 24.321s, 131 laps
3. Daniil Kvyat, Red Bull, 1m 24.941s, 104 laps
4. Felipe Nasr, Sauber, 1m 24.956s, 73 laps
5. Valtteri Bottas, Williams, 1m 25.345s, 129 laps
6. Carlos Sainz Jr, Toro Rosso, 1m 25.604s, 88 laps
7. Sebastian Vettel, Ferrari, 1m 26.312s, 76 laps
8. Nico Hulkenberg, Force India, 1m 26.591s, 36 laps
9. Fernando Alonso, McLaren, 1m 27.956s, 20 laps
Romain Grosjean once again took the Lotus to the top of the timings and Romain Grosjean seemed very pleased with the progress that the car is making. Rosberg, Kvyat, Nasr and Bottas had a good day with no problems. Carlos Sainz Jr also had a good day with Toro Rosso until he crashed later on. Vettel and Hulkenberg both appeared okay with no problems. Fernando Alonso had a crash after doing 20 laps it is still not known why this happened it could be a problem with the car or the strong gusty winds at the track I checked the nearest weather station just beside the track for that day and strong winds were reported with high gusts. Fernando Alonso was taken to hospital and appears to be doing well.
Just like with the first round of testing at Jerez it is important to not read much into the timings as the teams did say sometimes you are testing reliability and not the speed. Most teams do seem to have improved with Lotus looking like the team who have worked really hard to get the car going well again. McLaren still have a huge list of problems that they need to get fixing.
GPM2 Modding Guide – Part 5: Finishing touches, advanced config editing, hex editing, string editing, EDY editing and track editing
Okay, the majority of the work is now done, and there’s not that much to do anymore before you can release your mod (unless you want to use the mod in a 1.02B EXE, in which case there’s still a lot of hex editing to do). In this part we handle the car side views, matchbox views, car numbers, starting year and top downs, with references to the advanced config editing, hex editing, EDY editing and track editing guides.
1. You may have noticed that I’ve referred to the car side views and “matchbox” views a few times in the earlier parts of this guide, but only now I’ll tell you how to make them.
First, open the Starfire Editor and the project you are working on. Then go to Pictures ->Cars and select any of the teams. This is the screen where you can edit the aforementioned pictures. Export one to get a reference, but if you like, you don’t have to export the side view since I‘ll tell you about them soon enough, just export a matchbox view to serve as a base for editing.
Second, open a ready side view image (downloaded from Speed Racing, for example). Use the “Move and crop” method in Paint to get rid of the extra space. Then, copy-paste this side view to Irfanview (other programs work as well, but I’ve found this one to be the easiest to use). Start painting the white edges of the image with bright green (RGB value 0, 255, 0). Zoom in to be more accurate with this. Painting the white edges green allows that only the part of the image that has some other colors on it (i.e. the car itself) will appear.
NOTE: If you’re using the flood fill/paint bucket tool (which is highly recommended) and the car has white and/or very light-coloured parts near the edges of the car, make sure that you outline these parts (with the transparent green, for example) so that they don’t get painted as well.
2. When finished with the painting process, resize the image 128×30. I suggest using Hermite filter instead of Lanczos when using Irfanview. Also, most of the time the aspect ratio isn’t correct enough for the “Preserve aspect ratio” option to work properly, so tick it off and type both of the dimensions manually. After resizing, zoom in again and look for any “dirty green” on the edges of the car (slightly darker or brighter shades of green; if you don’t remove those the car has very dodgy edges in-game). After that’s done, apply the palette and check for any “dirty green” again, just in case. When finished, save the image as BMP and import it to the Starfire Editor from Pictures-> Cars.
3. The “matchbox” cars are a bit trickier. These are the cars you see going around the track when watching them from the top down view. Luckily, they’re not so accurate on detail (how could a car that’s 6 pixels in size?), so most of the time you can import them from other mods or have to edit them only a little. To do this, open another gcd file (in another Starfire Editor window, I prefer), open Pictures->Cars, select the team you want, click “Export” below the “Matchbox View” text, and name it what you like. Then, if the matchbox view is already suitable enough for your mod, just apply the palette (Starfire Editor exports the images in 24-bit BMP format, which is unsuitable for GPM2), save and import it to your project. If it isn’t, then you have to edit them. First apply the palette on the image (to make sure you won’t be using any wrong colours). Then, try to observe the main parts of the car livery you’re making and start painting those little cars accordingly (zoom in as much as you want). Save as BMP and import to the editor like the side views.
4. Whenever you are finished, you have to export the new images to GPM2. This happens at the same time when exporting data to the config file; the editor converts all the images you have edited to the edy format and overwrites the existing ones.
5. The car numbers can be edited only through the ingame editor. To do this, open your config file normally, but at the point where you would re-select your team choose “Drivers” instead. Now, you can edit their car numbers by simply clicking on the driver and typing a new number to the “Car number:” box below the first row of his/her skills. The only thing you should note that you cannot swap numbers: for example, if Schumacher has number 1 and Alonso number 3, you cannot type “1” in Alonso’s box, you’ll just get a message saying that “Please change the number because it is already being used by Michael Schumacher”. You’ll also risk running into a serious bug; see below for a workaround. Instead, you’ll have to change Schumi’s number to be like “99”, and only then you can change Alonso’s number to be 1.
KNOWN BUG: If you happen to change a driver’s number to the same that someone else is using, you’ll trigger a small bug. In essence, the game exits the current driver’s editing screen and returns to the main driver screen, but actually the editing window is still running on the background. If you click on any of the drivers when this bug is active, you’ll see some stars appear on the screen where they shouldn’t appear, but nothing else changes. Clicking on any of the drivers again will cause the second driver of the 4th team to be deleted. In this case, the only option is to reload the config. Luckily, there’s a workaround. Instead of attempting to re-edit the driver you were just editing when the window prompting you to change the driver’s number appeared, just click on the “OK” button in the bottom-right corner. Nothing seems to happen, but it actually clears the editing window from running hidden on the background. Now you can edit normally again.
6. The car top downs are a tricky part. These are the ones that appear in the sponsor negotiation, driver setup and after-race screens. They are also controlled by the “base value” (remember from the news pics?); CAROVR0 is for the first team, CAROVR1 for the second and so on. As always the car’s background must be transparent, but now you have alternatives: either the familiar bright green (0, 255, 0), a darker green (0, 127, 0) or a special grey (111, 107, 107). The latter two colours work only on the car top downs, while the first one is used everywhere else but works fine with these, too. I can’t tell much about the drawing process itself, I’ve never been good at it and usually resorted to other members of the community.
7. There are a number of ways with which you can enhance the mod beyond what conventional editing methods can do. You can hex edit both the config file and EXE to change features that are normally not editable. You can also edit all EDY files, even those not accessible with the Starfire Editor, with DjByteDisaster’s EDY Viewer/Converter. With Resource hacker, you can change all text strings in the game, even up to a point that allows for fan translations. Finally, you can even make custom tracks with Kroah’s Track Editor.
Since there are so many variables to edit it’s easier to just post links to detailed guides to each feature:
Backmarker’s config editing guide
EXE Hex Editing Guide (only for 1.02B EXEs)
EDY Viewer/Converter Guide
Resource Hacker text string guide
Kroah’s Track Editor (guide included in the download)
8. Finally, you’ve got your mod finished. Now it’s just checking that everything is correct and in place, and that you haven’t forgot to put a palette on any of the pictures. After this, you can release your mod! Congratulate yourself on a job well done. Upload it on a file sharing website so others can access it (MediaFire is my personal favorite, but there are other good ones as well). Post about it on the GPRaceGames forums (preferably in the “Mods” section). Contact Sionco if you think your mod is so good that it could be uploaded on this site. Move on to a next project, if you’re ambitious and have the itch to mod some more. Maybe someday you’ll be more popular than yours truly! Or just take a break for now and relax, let modding rest for a while. Whatever you do, you have just contributed for the community and helped keep this wonderful game alive!
TUGFGPM2M © Niko Nurminen aka Nuppiz, 2009-15. You can freely distribute and edit this document anywhere you want without notifying me about it, but remember to name me as the original author. Contact me on the GPRaceGames forums (nick: Nuppiz) if you have any questions.