Version 1 - Public
JamEditor v1.0 — first public release
A texture editor for the Grand Prix series by Geoff Crammond — GP2 and GP3
JAM files, with experimental GP3/GP4 JIP support.
Highlights
- Open, view, edit and save GP2 / GP3 software (SW) and hardware (HW) JAM textures
- Import / export as BMP & PNG — a single texture, the whole canvas, or every
texture at once (pre-filled<JamName>_<JamID>.bmpnames) - Batch conversion of whole folders (HW↔SW, GP2↔GP3) with per-file retry and progress
- "Proper palette" generation and simplification (quad / seed / mean / neighbour) for SW JAMs
- Canvas tools — bin-packing auto-layout, drag-to-move with snap guides, smooth
zoom & pan, per-monitor high-DPI, transparency checkerboard - Undo / redo and clipboard cut / copy / paste between entries
- Jam Browser and Analysis tools — scan folders of JAMs with thumbnails
- RCR (car) JAM viewer — renders GP2, GP3 wheel, and GP3 multi-surface car
sprites, with per-entry and full sprite-sheet PNG export
Known limitations in v1
- RCR (car) JAMs are view / render-only. You can load and export RCR sprites,
but not edit or save them. A dedicated Car Editor is planned for a future release. - Check your conversions. HW↔SW and GP2↔GP3 work for the common cases, but
entries that use local (per-entry) palettes may not convert perfectly faithfully —
verify output before relying on it, especially SW↔HW round-trips.. - Single-texture / canvas export overwrite existing files without a prompt.
Building from source
Built with Embarcadero Delphi (VCL). Virtual TreeView is bundled (virtualTrees/).
You must supply madExcept and EasyListView separately — the project
references both and won't compile without them.
Feedback
Please report issues with a sample JAM and which game (GP2 / GP3) it came from.