The Guide to Track Editing
Comprehensive starting point for GP2 track editing and the basic workflow used with the Track Editor.
A preservation index of tutorials, references, and technical documentation for Grand Prix 2 editing.
Original author credits are preserved wherever known. These pages are being reformatted for readability and long-term preservation while keeping the technical knowledge attributed to the people who created it.
Tutorials and reference documents covering GP2 track geometry, pit lane editing, AI racing lines, scenery construction, track commands, textures, markings, heights, kerbs, and other advanced editing topics.
Comprehensive starting point for GP2 track editing and the basic workflow used with the Track Editor.
Methods for reproducing real-world circuits with more accurate layout, scale, and corner placement.
Reference for building and modifying pit lanes, including entry and exit behavior.
Guide to editing the AI racing line, also known as the computer car line or ideal line.
Trackside scenery editing, including scenery structure and visual environment work.
Expanded command reference covering GP2 and GP3 track editing commands.
Guide for moving 3D objects between editing tools and GP2 track files.
Instructions for creating functional starting lights in a GP2 track.
Explanation of far-view commands used for extended scenery visibility.
Reference for the 0xD0 command used to fix scenery texture behavior.
Explanation of kerb-related commands and how they affect trackside kerb behavior.
Reference for elevation and height data within GP2 track sections.
Documentation for command 0xC9 and GP2 palette color assignment.
Notes on painted lines, road markings, and related track-section markings.
Resources covering GP2 3D object creation, object structure, and object editing workflow.
Beginner-friendly introduction to editing 3D objects for GP2.
Object construction and editing fundamentals for GP2 track work.
Alternative object editing guide with another perspective on GP2 object work.
Documentation for GP2 JAM texture files, JAM structure, texture editing, and ID5 reference material.
Technical explanation of the internal structure of GP2 JAM files.
Introductory tutorial for editing and working with GP2 JAM texture files.
Reference material for ID5 usage in GP2 texture and JAM editing.