GPxSet

Season set

Note: Only available for GP3-2000.

The season set handles the use of custom liveries, performances, names and car shape within the game. The liveries consist of car liveries, cockpits, helmets, tyres, jack men, and pit crews. They can have custom names, but they locations are somehow restricted (see below). GPxPatch doesn't touch any files of the game, but rather redirects it to use the new ones. You still need to use some carset creator or installer that puts all the files into the proper locations, unless you know the locations by head (or read below where they should be located) and want to put them there by hand.

Most files should be located under the gp3jams directory (software jams), the gp3jamsh directory (hardware jams), or both. Files are usually specified to be within the gp3jams directory. When hardware graphics mode is being used within the game, the game will instead search the same file under the gp3jamsh directory.

Selected jam files should contain the correct jam id's. As far as they are available in the GUI, the jam id's are specified in the labels. The jam files are validated when they are selected.

Car liveries and cockpits

These can have any name, but they should be located within the gp3jams\liveries and/or gp3jamsh\liveries directory, or within a subdirectory under those directories.

GP3-2000 itself only supports two different liveries for the McLaren team (1mclar00.jam and 2mclar00.jam), but GPxPatch enables two different liveries and cockpits for all teams. This means you can specify 22 liveries instead of 12, and 22 cockpits.

Note that due to a bug in GP3-2000 only each 1st car of a team will have a rear light.

Helmets

The helmets must be in the liveries directory, just like the car liveries and cockpits.

But helmets are a special case (they are not supported in the GUI to prevent confusion). First, their names need to start with "helmet". Second, even if you only use hardware mode, there must be an equivalent software version, or else the cars will disappear when viewed from a distance. The reason is that the game always uses the software helmet jams in the rcr jams, and doesn't bother to create rcr jams at all if it can't load the helmet jams.

The way to specify the helmets is in the car.set file(s) selected in the season dialog. There should be two keys under a [Helmets] section named Jam01 and Jam02 that specify the two helmet jam files. Paths are relative to the gp3jams\liveries directory.

Jack men and Pit crews

These aren't supported in the GUI either. They should be located within the gp3jams\main and/or gp3jamsh\main directory, or within a subdirectory under those directories. The jack men jam file names must start with "jm-", and the pit crew jam file names must start with "pc-".

The way to specify the jack men and pit crews is in the car.set file(s) selected in the season dialog. There can be upto 22 keys under a [JackMen] section and upto 66 keys under a [PitCrews] section. The keys are named JamXX_YY, where XX is the nth team ranging from 01 to 11, and YY is the nth jam file for that team, ranging from 01 to 06. These keys specify the respective jam files. Paths are relative to the gp3jams\main directory.

Tyres

Tyres are specified in the season set, so they are the same throughout the season. They can have any name, but must be located within the gp3jams\main directory for software jams and within the gp3jamsh\techjam directory for hardware mode. The hardware mode version should be a normal Windows bitmap file (with a .bmp extension), and may not be located within a subdirectory of the techjam directory. This is because the game only takes the name part into account when converting the software jam file path to the .bmp file path.

Note: like the software helmet jams, the software tyre jams are also used in hardware mode (when viewed from certain camera views).

GP3-2000 itself only supports one tyre type for all teams, unlike GP3, which had two tyre types. GPxPatch enables the use of two tyre types for GP3-2000 again.

Tyre jams only contain slick versions. Treads for wet weather are located within separate files. These are located in gp3jamsh\techjam for both software and hardware mode. For software mode there are eight files for each tyre type called tread??.bin (tread0?.bin and tread1?.bin for type 1, tread2?.bin and tread3?.bin for type 2). Their hardware mode counterparts are located within treadXX1_art.bmp and treadXX2_art.bmp.

Car shape

Like the tyres, the car shape can't vary for each track (this is a technical limitation). The car shape file has to be a .cs3 file made with Paul Hoad's car editor. It also has to be in the correct format for the version of GP3 you're running. No sanity checks will be done. Car shapes can be selected from both the season dialog and GPxSet tab. If selected, the one on the GPxSet tab will override the one specified in the season set.

Physics

Car physics are also global settings. It's technically not possible to make the game use different physics for each track or for each team. The physics file has to be a .g3p file made with Aubrey Windle's Advanced Physics Editor (gp3phys.exe or gp4phys.exe). All files upto version 1.03 are supported (files should be 196, 204 or 236 bytes). You should not use the "Update gp3.exe" or "Update gp4.exe" button to export the settings to the game. Instead, use the "Save" button to save them to a .g3p physics file and select this file in GPxSet. This way your executable will stay clean. Also, this is the only way to use the physics settings in GP3-2000, as GP3APE doesn't support it. A physics file with the defaults for GP3-2000 is included with GPxPatch and can be found in the gpxpdata directory.

Torque

Torque settings are technically part of the car physics, so share the same checkbox, but are stored in a separate file. The torque settings file can be created with Patrick Cloosterman's GP4 Torque Editor. You should not use the "Save" or "Save As" menu actions to save the settings to the game. Instead, use the "Export" menu action to save them to a .ini file and select this file in GPxSet. This way your executable will stay clean. Also, this is the only way to use the torque settings in GP3-2000 and GP4 1.00, as GP4 Torque Editor doesn't support them. A torque settings file with the defaults for GP3-2000 is included with GPxPatch and can be found in the gpxpdata directory. This file can be imported in the torque editor.

Performances, names, nationalities, tyre brands, gears, and driver aid masks

These can be edited and saved with Marc Aarts' GPx editors (e.g. GP4Ed) or Lo2k's TeamEditor. The saved files are specified within the car.set file and have no path restrictions. GPxPatch parses the contents of those files and patches it into the game after loading a track. This means the names could change after you start a new session. Track specific names are not yet visible in the game's main menu.

If you want to change any of the names you should do it within the editor, not within the game, or your changes will be overridden.

Performance files can also be specified in the GPxSet tab for all GPx versions. For GP3-2000, any performance file specified in the season set will supersede it though. Track specific performance files for non-GP3-2000 can only be specified directly in gpxset.ini (see below).

Extra columns from the First Driver and Second Driver lines can be specified for the nationality and the 3-letter code. These are e.g. used in GPxSAT digital 2010 mode. They are both optional, but if the 3-letter code is specified, the nationality must be specified too. Example: First Driver=5,Michael Schumacher,16440,512,15889,512,DE,MSC

Tracks

Apart from the track set specified in GPxTrack you can specify a track file in the carset. This is because track specific carset data is usually made for a specific track file. If track specific carsets are not used, then a track set can also be specified in the season set. Tracks in the carset have highest priority. Tracks in GPxTrack have lowest priority, unless GPxTrack has disabled tracks from carsets.

Random seed

GPx uses pseudo random number generators to make each race a little different. These generators spit out apparently random numbers, but they're not. They are extracted from a starting sequence called a seed, and will start generating the exact same sequence again after a large amount of generated numbers. So, starting from a specific seed, the same number sequence is generated. Each time a number is extracted, the seed has changed (the extracted number is part of the current seed). This means the game can regenerate races. This is how replays in the game work, where the seed is part of the replay state. GPxSet's random seed feature will extend this by resetting the random seed to a user supplied value right before the start of the session, so all calculations that use random numbers will give the same results. Examples of such calculations include weather, performances and failures. Using this feature, offline leagues can make sure all participants are driving under the same conditions. The most important application of this is the same weather conditions for everyone, something that hasn't been possible before. It's best to use custom weather with a specific percentage for this, which can be specified using GPxSet too. For convenience, those settings are recorded along with the random seed.

Right now, the random seed feature only works for quickrace and unlimited practice. The used value is being logged by GPxLap and shown by HOFxLap.

Important: do not assume the same random seed will give the same results under different circumstances like a different track, different performances, etc., even while it may seem to work that way. A specific random seed has to be accompanied by a specific carset, track, car shape, etc. In other words, the ones who use the random seed should have the same conditions as the one who recorded the random seed. Most leagues already enforced the same conditions for everyone, so this shouldn't be a problem.

Also important: do not assume any pattern in the random seed value. For example, a higher value will not mean heavier raining, or better performances, etc.

Keep in mind that although the race conditions should be equal, it is of course influenced by user input, so no race can ever be the same unless you deselect all players. Also, testing has shown that GP3 1.00/1.13 gave slightly different results even when no players were selected. This should be considered a bug (maybe the same bug as the replay bug where a replay would sometimes be different from what actually happened).

GPxSet configuration options

The following options are available on the GPxSet tab:

Session settings

Season configuration options

Note: Only available for GP3-2000.

Carset configuration options

Note: Only available for GP3-2000.

Player master grip

The player master grip is a single value read from a performance text file. This patch is the same as applied by Belini's BHP/Grip tool, part of the Belini Team Career package. It can be specified under a section called [Player] using a key named Grip. The default value is 16384. It works independently from player car performance team dependent setting. For more information, see the BGP4TC tool documentation.

Car specific power and failure probability

The car power and failure probability is normally read for each team from a performance text file. With GPxSet it's possible to have qualify/race car power values and failure probabilities individually for each car. They can be specified in the same performance text file under section [QualifyPower], [RacePower], and [FailureProbability] respectively. The key names are Team #00 through Team #10. Each value consists of two comma separated numbers, and they override the team value.

Car specific braking range

The braking range is normally read from the magic data, so it's track specific but affects all cars. The values in the magic data are better known as desc51 and desc52, or CC aggressiveness. I noticed that desc51 works like a minimum value and desc52 as a maximum value, and that the cars will brake for a corner somewhere in this range (relative to the normal braking point), so that's what I've called it. A negative value will make them brake earlier, and a positive value will make them brake later. Usually desc51 will be negative and desc52 positive. Note that if you edit the magic data, negative values will be between 32768 (equals -32768) and 65535 (equals -1). Note that if the car's grip value is increased, the braking point is increased (moved ahead) too. The braking range values are added on top of this.

With GPxSet it's possible to have a braking range individually for each car. It can be specified in the performance text file under section [BrakingRangeMin] and [BrakingRangeMax]. The key names are Team #00 through Team #10. Each value consists of two comma separated numbers, one for each car, though if one value is used, it will affect both cars of that team. The BrakingRangeMin and BrakingRangeMax values work the same as desc51 and desc52 in the magic data, and do not replace them. Rather, they are added to the corresponding magic data value for a specific car. The formula is not exact, but to get an idea, it looks like: braking range value = grip + magic data value + car specific value. If the value becomes too high, it's likely the car will overshoot a corner, especially slow corners. If the values becomes too low, it's likely the car will brake early even for fast corners ahead and becomes a danger to other cars, though very easy to outbrake.

It's possible to exclude this patch even when the values are present in the performance file. This can be done in gpxset.ini, section [PerfManager], key PatchBrakingRange. Use value 0 to disable it. The default value is 1.

Car specific error chance

The error chance is normally read from the magic data, so it's track specific but affects all cars. The value in the magic data is better known as desc65, or CC error chance. It seems to be the chance a CC driver makes errors during a race, e.g. braking too late.

With GPxSet it's possible to have an error chance individually for each car. It can be specified in the performance text file under section [ErrorChance]. The key names are Team #00 through Team #10. Each value consists of two comma separated numbers, one for each car, though if one value is used, it will affect both cars of that team. The error chance value is added to the corresponding magic data value for a specific car. A higher value means higher chance to make an error. The sum of this value and the magic data value should not exceed 32767.

It's possible to exclude this patch even when the values are present in the performance file. This can be done in gpxset.ini, section [PerfManager], key PatchErrorChance. Use value 0 to disable it. The default value is 1.

Tread and wheel textures (GP4 only)

In GP4, the tread and wheel textures in cars.wad can be different for each tyre brand (Michelin and Bridgestone). The second team (McLaren) can have a different wheel texture by itself. With GPxSet it's possible to have a different tread and/or wheel texture for each car. Unless patching textures is disabled, the exception for McLaren will be removed.

The additional textures have to be put in the cars/tyres directory in cars.wad. For the wheel textures there should be 3 files. For the tread textures there should be T * 3 files, with T being the number of texture tyre types (default is 4). The prefix (e.g. "michelin") is what needs to be specified below.

Make sure each texture name has the following format:

With <P> being the prefix (see below), <T> the tread texture sub index (see table below), and <V> blur variations for different speeds (0, 1 and 2).

The prefixes have to be specified in a separate .ini file, and the path to this file can be specified under [TyreManager] in gpxset.ini. It can be one file for all tracks, specified using the Path key, or track specific files, specified using keys Path01 through Path17. The section to put them under is [TyreTextureNames], and the keys are called Name #00, Name #01 etc. The maximum prefix length is 15 characters. The maximum number of prefixes is 22. The first three are "michelin", "bridgestone" and "mclaren" by default, but they can of course be overridden.

For backward compatibility, the sections can also be put in a performance text file (the one specified under [PerfManager] in gpxset.ini). The tyre brands that are normally in a performance text file in a [Tyres] section, and which is used by GPxSAT to determine the logos, can also be put in the .ini file specified under [TyreManager].

To specify which team or car should have which tread and wheel texture, specify a value under section [TreadTextures] and [WheelTextures] respectively. These sections work similarly but independently. Use keys Team #00 through Team #10. The value is the index of the texture name in the texture name list specified above. If one value is specified, the texture will be used for both cars in the team. To use different textures for each car, specify two comma separated values. Examples are Team #00=0 and Team #01=2,1. If a texture index value is not specified for a team, it will be based on the tyre brand ([Tyres] section).

The [TreadTextures] can have an optional mapping of tyre types onto tread texture sub index. GP4 has 6 tyre types, which are mapped by default onto 4 texture tyre types. Now they can be mapped to a maximum of 6 different ones, or even to a single one. Just make sure the tread textures with the specified indices actually exist in cars.wad. This mapping can be changed according to the following table:

SectionOptionValuesDefaultDescription
[TreadTextures]Type #000..50Soft drys sub index
[TreadTextures]Type #010..50Hard drys sub index
[TreadTextures]Type #020..51Intermediates sub index
[TreadTextures]Type #030..52Hard wets sub index
[TreadTextures]Type #040..52Soft wets sub index
[TreadTextures]Type #050..53Monsoon sub index

Arm and rim colors (GP4 only)

It's possible to specify arm and rim colors for every car. They can be specified in the same file as the tread/wheel textures above, under section [ArmColors] and [RimColors] respectively. The key names are Team #00 through Team #10. Each value can be one or two hexadecimal RGB values (comma separated). The arm colors contain an additional alpha value. Examples are Team #00=ff000000,ff350000 for arm color and Team #00=008d00,3400af for rim color.

Advanced options

Some options can only be specified in gpxset.ini:
SectionOptionValuesDefaultDescription
[PerfManager]CarSpecificPerformance
0team specific
1car specific
1 Specify if car power and failure probability should be car specific or team specific. Car specific values will be read from separate sections in a performance file. Enable under this section must be set to 1.
[PerfManager]DriversIniPathpath  Path of a .ini file with driver nationalities and codes (same format as gpxpdata\drivers.ini). It can be relative to the GPx directory. It is ignored if the nationality/code is already specified in the performance text file. Enable under this section must be set to 1.
[TyreManager]PatchTextures
0disable
1enable
1 Patch tread and wheel textures for each car.
[TyreManager]PatchArmColors
0disable
1enable
1 Patch arm colors for each driver.
[TyreManager]PatchRimColors
0disable
1enable
1 Patch rim colors for each car.
[TyreManager]Pathpath  Path of a .ini file for patching tread and wheel textures, arm/rim colors, and tyre brands. This path can be relative to the GPx directory.
[TyreManager]PathXXpath  Paths of track specific .ini files for patching tread and wheel textures and arm/rim colors, where XX is the track number (01..17). These paths can be relative to the GPx directory.
[Misc]tarmacpathtarmacmap.bmp Path tarmac bitmap file. Ignored if a track specific tarmac bitmap file is specified (see below). It should be located under the gp3jamsh\techjam directory.
[Misc]tarmacXXpath  Paths of track specific tarmac bitmap files, where XX is the track number (01..17). They should be located under the gp3jamsh\techjam directory.
[CarshapeManager]Cockpitpath  GP3 1.13 only: Path to a .cp3 cockpit shape file.
GP3-2000 only: Path to a GP3 .cs3 car shape file (NOT a GP3-2000 file and NOT a .cp3 file). GPxSet will extract the cockpit from it. Enable under this section must be set to 1.
[CarshapeManager]Steeringpath  (GP3 1.13 only.) Path to a .st3 steering shape file. Enable under this section must be set to 1.
[CarshapeManager]Helmetpath  (GP3 1.13 only.) Path to a .ch3 helmet shape file. Enable under this section must be set to 1.
[SoundManager]GP3SoundPathpathsamples\gp3sound.dat (GP3 only.) Path to a gp3sound.dat file. Enable under this section must be set to 1.


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