Cracking The Code / Modding Community
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Because of its revolutionary true-to-reality style, programmers began to crack the code. The first known Track Editor was built by Andy Barganski, and a collection of new circuits built using this editor were published (commercially) by Instant Access Int Ltd. René Smit and Frank Ahnert created Gp2lap, that read the track files from the hard-disk instead of the CD, so track editing would be possible. Paul Hoad programmed the Gp2 TrackEditor, the CarEditor and the JAM Editor (texture importer/exporter) with the help of many beta testers, too numerous to be named here. As soon as tracks and cars became editable, the GP2 modding community began to grow. New track commands allowed better-looking, more challenging circuits and with less bugs. Many racing leagues were created with customized cars and helmets (the car liveries pack is called a "carset") and modified engine power.
Another breakthrough came with possibly the most used editor in the history of the game. Steven Young's GP2edit added an unrivaled easy-access carset maker. The simple UI and the range of the program meant that anyone could use it without prior knowledge or having to use multiple programs. As more versions were released, the programs power increased. Menu helmets, ingame helmets, sounds, pit-crew colours, track textures & adverts, team & driver performance, camera angles, tyres and even the number position on the car could be edited.
Steven went on to create GP3edit for GP2's successor Grand Prix 3.
Read more about this topic: Grand Prix 2
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