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Gran Turismo 5/Graphics

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This is a sub-page of Gran Turismo 5.

UI graphics data in GT5 is contained in the custom DDS-based TXS3 format in custom containers called GPB files. Within some of these files are graphics that are either leftovers from earlier titles, or just went unused.

Gran Turismo 5 Time Trial Challenge

A lot of graphics can be found leftover from Gran Turismo 5 Time Trial Challenge, a demo of the game that was released as a standalone title for users to download from the PlayStation Store. A majority of the graphics from the title are present, including the flyer images for all regional variants of both the Nissan 370Z and the Nissan 370Z Tuned Car.

CES 2010 Build

There are leftovers of the CES 2010 build of the game, which still outwardly resembled Gran Turismo 5 Prologue at this point in development.

Cars

Thumbnails of cars from the CES 2010 build build can be found as leftovers. All of these cars made it into the full game, but the thumbnails here resemble those found in Gran Turismo 5 Prologue with a slightly different orientation and magnification of the car, but lacking a full reflection in the thumbnail.

A few interesting notes about these images:

  • Something curious to note is the presence of the Lexus IS F '09, a car that was found as a text string but was replaced by the 2007 model in the final game.
  • The rally cars all have a rally banner for the Tokyo R246 course in their thumbnails. The actual banner asset itself, which is found in the folder that contains all assets related to course logos, is blacked out in the final game for an unknown reason, but is still actually present, as the cars in the final game still use the banner if driving on said course. The thumbnails for all the cars in the final game use a generic Gran Turismo Rally banner. Oddly, Gran Turismo 6 brings the banner asset back to the files in the same location.
  • The Toyota FT-86 G SPORTS Concept '10 has the thumbnail displaying the car's real-life livery, which is not available in the final game.

Courses

Logos and maps of the courses from the CES 2010 build can be found as leftovers. While the course logos are the same, the course maps here are similar to those displayed in Gran Turismo 5 Prologue, with arrows indicating sector marks/checkpoints. Note that London and Fuji Speedway F can both be found with these other graphics as well, but both are identical to the maps used in Gran Turismo 5 Prologue.

A Wedding?

Hmmm...
To do:
Find out when the Bouquet graphic was added. Maybe related? This tweet might be related, although it is from GTHD era.

Contained in the same directory that holds leftovers for the CES 2010 build of the game are graphics for...what appears to be a wedding of all things; the filename is "SceneTest", so this could have been a test cutscene. The graphics contain three thumbnails of cars rendered similar to those that can be found in Gran Turismo 5 Prologue, complete with a reflection of the car. Two of them, those being a white Ferrari 599 '06 and a red Mazda Eunos Roadster (NA Special Package) '89, are adorned with celebratory garnishes and wreaths. The third car, an Aston Martin DB9 Volante, is unique in that it is not present in either Gran Turismo 5 Prologue nor the final game, but the coupe model is, however.

Added in a later version of the game, located in \projects\gt5\gttop\gpb\GTTopRoot.gpb is a graphic of a bouquet that denotes "Gran Turismo 5 "Wedding" 2011":

GT5 wed Bouquet.png

Early Course Maker

Below are early Course Maker UI graphics in the style of Gran Turismo 5 Prologue. What can be found here, apart from a collage of color images of greenery and nature, is only a single thumbnail of a single theme, which resembles a sequence seen in the intro FMVs for Gran Turismo 5 Prologue Spec II and Spec III.

Manual

In Versions 1.01, 1.02, and 1.03 of the game, there are placeholder Manual images within the game's files. Normally, images used for the in-game manual are placed within their own subfolder depending on the region (JP for Japanese, US for English/North America, TW for Taiwan, etc.), but placeholder images can be found within the root directory of the Manual images folder. All of the images have a "Temp" watermark on them, indicating their purpose, and were mostly screen-captured from the Japanese version of the game. Why these placeholder images were added in an update, only to remain unused, is unknown; perhaps the developers simply forgot to remove them from the update package.

These images depict a build that is slightly earlier than the final retail release of the game. Some visual differences can be noticed for each page/image. The original image that is used with the final game is provided as well for the sake of comparison purposes:

Top Menu

Early Final
GT5 manual grandtop early.png GT5 manual grandtop final.png
  • The My Home icon has an opaque outline of an avatar in the early build, while the final version has a transparent outline. Perhaps the player's display picture was meant to overlay on top of the icon.

Options Menu

Early Final
GT5 manual option early.png GT5 manual option final.png
  • The font used for the headliner text at the top left of the screen is similar to the font used in Gran Turismo 5 Prologue in the early build, while it was changed to a different font in the final.
  • Icons for some of the categories are different between the two builds.
Early Final
GT5 manual optionpsp early.png GT5 manual optionpsp final.png
  • The icon used for the importation of data from Gran Turismo (PSP) has a generic GT icon in the early build before it was given its own unique icon in the final.

GT Mode Home Screen

Early Final
GT5 manual gtmode early.png GT5 manual gtmode final.png
  • Most of the labels for various icons had different spellings in the early build before they were revised in the final.
  • The early build has online features enabled from the start, indicated by the Community tab and the Museum buttons being enabled and the two icons for online game modes on the screen; these include Official Events, which is a preliminary name for Seasonal Events, and Open Lobby. Both of these icons were absent on the final 1.00 retail version of the game before being finally enabled with their respective updates.
  • The early build has an Information icon above the Settings icon. This is absent from the final version.

B-Spec Driver Creation

Early Final
GT5 manual bspecdriver early.png GT5 manual bspecdriver final.png
  • A white highlight was added below the driver avatar for better contrast in the final version.
  • In the early build, drivers went by Levels, where in the final build, they went by Classes.
  • There are three buttons present on the menu popup in the early build, presumably for customizing the driver's personality and name. In the final, only one button is present for randomizing all three at the same time, but separate buttons were added in a later update for both changing the driver's name and personality.
  • The Neutral mood arrow has a different color in the early build; the color it uses is instead used for the Negative mood arrow in the final version, and the Neutral mood arrow is instead colored green.
  • No Wins/Races ratio statistic was kept for B-Spec drivers on the earlier build.

Special Events

Early Final
GT5 manual specialevents early.png GT5 manual specialevents final.png
  • Many of the Special Events have different icons and thumbnails.
  • Almost all of the Special Events have vastly different Level requirements in the earlier build, with the only exception being the Jeff Gordon NASCAR School Special Event, which still had the same Level 2 requirement to unlock. The Gran Turismo Karting Experience, the AMG Driving Academy and the Top Gear Test Track Special Events are all unlocked from the start with a Level 0 requirement. The Sebastian Loeb Rally Challenge Special Event only required Level 4 to be unlocked in the early build before being pushed all the way up to a Level 16 requirement, and the Gran Turismo Rally Special Event originally had a much higher level requirement at Level 15 in the early build before being dropped down to Level 10 in the final.
  • The icon for the Sebastian Loeb Rally Challenge Special Event originally used a Red Bull icon before it was replaced with the Citroën icon.
  • There is an orange number counter next to the time and day in the early build; its purpose is unknown.

Used Car Dealer

Early Final
GT5 manual usedcardealer early.png GT5 manual usedcardealer final.png
  • The level requirement indicator in the early build was displayed as "Lv." before it was simplified to "LV" in the final.
  • The odometer had a slightly different appearance in the earlier build.
  • There was no icon available to demo a car in the early build, and returning to the dealership lineup was done by pressing a text button before it was changed to a red icon in the final.

Tune Shop

Early Final
GT5 manual tuneshop early.png GT5 manual tuneshop final.png
  • The image displayed in the early build shows the contents of the Tires category instead of just highlighting it on the main screen in the final's image. Here, an earlier depiction of the Tune Shop's Tires category is displayed. There is a small GT Auto graphic at the top left of the screen.
  • The early build's screen capture was seemingly taken on an English version of the game, indicated by the English text and adjusted economy of Credits; regional versions of Gran Turismo games localize their region's currency appropriately when accounting for and displaying Credits.

Course Maker

Early Final
GT5 manual coursemaker early.png GT5 manual coursemaker final.png
  • The earlier build was a different selection of themes to choose from, including a theme resembling the Autobahn that was completely removed from the final game.
  • The arrangement of icons is different in the earlier build, and the Exit icon is different.
Early Final
GT5 manual coursemakercreate early.png GT5 manual coursemakercreate final.png
  • The earlier build shows the seed number used to generate the course with an Apply button next to it, suggesting it was possible to for the player to pick the seed, possibly as a debug option. Next to the seed number is a checkbox for a "Defmap" option. Both of these features are invisible and cannot be adjusted on the final version of the game.
  • The earlier build allowed players to create point-to-point courses (also known as sprint courses) from within the Course Maker. This option is not there in the final game, although the Gran Turismo Rally Special Event uses this functionality for its events.
  • The icons for saving and exiting the Course Maker were different in the earlier build.
Early Final
GT5 manual coursemakerfav early.png GT5 manual coursemakerfav final.png
  • There were no filtering options available in the earlier build; these were added in the final.
  • There is a third tab on the menu with text that translates to "Online".
  • The icon for exiting the menu was different in the earlier build.
  • The sample courses in the lists are different.

How To Play - Heads-Up Display

Early Final
GT5 manual howtoplay hud early.png GT5 manual howtoplay hud final.png
  • The HUD here in the earlier build still resembles that of Gran Turismo 5 Prologue, with the indicator cluster located on the far bottom-left side of the screen. Same goes for the Best Lap and Last Lap statistics. The indicator cluster was later merged with the instrument cluster in the final; the Best Lap and Last Lap statistics swapped positions in the final and the Best Lap tracker now displays every lap time with a maximum of three laps displayed at a time.

How To Play - B-Spec Mode

Early Final
GT5 manual howtoplay bspec early.png GT5 manual howtoplay bspec final.png
  • In the earlier build, the B-spec main screen resembles that of Gran Turismo 4. There is a distance tracker scale with small generic icons of the cars at the top of the race monitor. The displayed information is more robust here, allowing every bit of data that's normally available in A-Spec mode to be completely monitored through B-Spec mode of the player's driver and car. The main screen view became much more simplified in the final version, removing a lot of the extra information such as the distance tracker scale and most of the information being displayed on the actual monitor borderless.
  • The tire and damage indicator had different graphics in the earlier build. The final build utilizes the same indicator used for A-Spec.
  • Most of the icons for changing views and displaying/removing on-screen information had different colors and shapes before being re-themed in the final.
Early Final
GT5 manual howtoplay bspec2 early.png GT5 manual howtoplay bspec2 final.png
  • The Replay View screenshot in the earlier build displays what appears to be debugging information at the top-left, presumably the current AI data of the driver that the camera is following. The information is hard to identify due to the size of the screenshot, but some readable labels include "EYEPOINT", "FOLLOWING", "BRAKING", "OVERTAKING", "STEERING" and "PACE".

Community

Early Final
GT5 manual community early.png GT5 manual community final.png
  • The earlier build displays actual sample text in the Comments area from the users on the list, while the text is blurred out in the final for some reason. As a matter of fact, the text paragraphs displayed in the early build are sample text paragraphs used for testing the BBS system (also known as Comments), and every single line can still be found intact in the game's files left over.
  • Filtering the display of users in the earlier build allowed sorting by A-Spec level, B-Spec level, and an unknown "T" category. The A-Spec and B-Spec level filters were kept in the final, but an option to sort by the user's ID in alphabetical order was added in. Perhaps the "T" indicated "tag"?
  • A user's individual lounge area was displayed as an A-Spec icon in the earlier build, and Remote Racing had the same icon, but had a B-Spec label below the icon. This label was removed in the final, and the icon for A-Spec was changed into a coffee cup with the word "Lounge" etched inside it.