TOOLBARS
Opening the track editor we'll se several toolbars with their own functions. Not all the function will be done via the toolbar as they could be implemented in dialog box for an overall checking.
Also some fuctions may work in combination with other, turning on when it's possible to use them or not seing any effect at all until the parent feature is not activated.
Here are the list of function we'll see with a brief description. Their full tasks will be widely discussed later when applied to the editing process.

Main Toolbar

New Track

It doesn't work. To create a new track it's necessary to edit an existing one

Open Track

To open a Gp3 track. They are identified by a .dat extention

Save Track

To save a Gp3 track. They are identified by a .dat extention

Import Gp2 Track

To convert a Gp2 track into the Gp3 format. Leads to it's own dialog box. See Here

Print

To print on paper the track as it appears on screen

Track Tree

To show/hide the track tree containing all the editable areas of the track

Properties

To show/hide the properties box containing. Select a sector and read here its properties

Scenary Editor

To show/hide the scenary window. Here you can edit the heights and the status of every ribbon

Zoom In

Every click will zoom in the track

Zoom Out

Every click will zoom out the track

Zoom Home

Will go back to the default zoom

Launch Gp3

To launch the game from the .exe. No GpX Patch involved

About

Shows the About popup of the editor


Tools Toolbar

Zoom Tool

Every click it will zoom in centering the screen on the clicked point

Hand Tool

Click and drag to manually scroll the view of the track when zoomed in

Pointer Tool

To select track sectors without influencing their properties

Track Tool

To edit track sectors and add objects. Click to select, drag/drop to edit the sector lenght, right click to show the menu

Pitlane Tool

To edit pitlane sectors. Click to select, drag/drop to edit the sector lenght, right click to show the menu

Cc-Line Tool

To edit the cc-line. Used to add/remove cc-line sectors. Click to select, drag/drop to edit the sector lenght, right click to show the menu

Objects Tool

To edit objects. Click to select, drag/drop to edit the sector lenght, right click to show the menu

Wall Tool

To edit the distance of the fences. Click and drack to move the position

Ruler Tool

To take measurements of the distances. Click and drag between two points. The value will be shown in the bottom of the editor

New Track Tool

To change the length and the angle of a track sector manually by Drag and Drop

New Pitlane Tool

To change the length and the angle of a pitlane sector manually by Drag and Drop

New Cc-Line Tool

Not Working

Camera Tool

To edit the external view cameras. Click to select. Arrow keys to move it. Double click to open the dialog box


View Toolbar

Show Track

To show/hide the track layout

Driving Line

To show/hide the Cc-Line

Show Pitlane

To show/hide the pitlane layout

Track Fences

To show/hide the track walls

Pitlane Fences

To show/hide the pitlane walls

Texture definitions

?

Show Sides

?

Show Kerbs

To show/hide the kerbs along the track

Object definition

To show/hide the object position

Object bitmap

To show/hide the object type icon

Object shape

To show/hide the object shape. It is the shape of the 3D objects seen from the top

2D Objects

To show/hide the non-3D objects like trees, marshalls. 2D objects will always face the camera

Show scenary

To show/hide the scenary. Used to show the width of the ribbons. It works only with filled colours

Draw Sections

To show the track how it should appear in the game romoving the sector structure

Construction

To show the track units for the road, fences and scenary. It works only with the Draw Sections activated

Distance panels

To show/hide in which sectors are enabled the distance panels

Show Cameras

To show/hide the external cameras. The blue line cover the space before the camera. The purple line covers the space after it

Start/Finish line

To show/hide the starting/finish line and the direction of the track

Black Flags

To show/hide the areas under black flags

Commands

To show/hide what commands are placed in every sector

Fill Color

To set the transparency or the full colors of the track parts

Working Area

To show/hide the working area. It appears as a grey square with diagonals. Track must never fall outside it

Underlaied Map

To show/hide the bitmap imported as background for modeling

Show grid

To show/hide the grid in the working area

Annotations

To show/hide the annotations of the sectors and the object id’s

Distances

To show/hide the distances (in units) from the s/f line at the end of every track sector

Sector number

To show/hide the number of the sectors

Object axis

To show/hide the axis of the 3D objects. It works in the “view 3D object” mode only


Objects Toolbar

Fill color

To set the transparency or the full colors of the track parts

Texture Map

To show/hide the textures applied to the object or the default color

Object axis

To show/hide the axis to see the object orientation

Object vetexes

To show/hide the object vertexes

Object lines

To show/hide the lines of the object

Object backfaces

To show/hide the backfaces of the objects. It works only with the filled colours mode

Object normals

To show/hide the normal axis of every object face

Vertex number

To show/hide the number of the vertexes

Line number

To show/hide the number of the lines

Face number

To show/hide the numbers of the faces

Dive the Track

To simulate a driving along the track

View Track World

To show the track on a 3D space. It works only with Draw Sections activated

Camera View

Unclear. It works In View Track World

Show Race

Unclear. It works In View Track World

Show cars

Unclear. It works In View Track World

Show Background

Unclear. It works In View Track World

It is advisable, unless required otherwise, to use always the pointer tool to select the track sectors. 
The editor is sensible to the drag mode, so you could change a sector length or move an object to a wrong place without noticicing.
Still, the pointer tool does not work with pitlane, so it's suggested to use the track tree to locate and select pitlane sectors.

SYMBOLS
Every command is identified by a symbol. All the commands of a category can have all the same symbol, in example all the pitlane commands or the sight commands. 
Here below are some symbols and their related categories:

Track Sectors

Width change commands

Track/Pitlane Join commands

Pitlane Sectors

Texture mapping

Pitlane commands

Fences

Scenary

Kerb commands

View commands

Edited Objects

Default grandstands

Default adverts

Default Cranes

Default Flyover

Default Bridges

Default Buildings

Edited 2D objects

Trees

Mapped JIPs

Cc-Line commands


TABLES
There are also some tables that allow to have a general view of all the data about every sector of the track, pitlane, cc-line, objects, cameras etc.
These are achievable from the Tables menu and each entry will open a own editable sheet.

STARDARD TERMS AND VALUES
For more clearness during the editing process here are some standard terms that will be used. Each term is related to a specific area and shouldn't be confused.
It is important to understand that track and pitlane are treated like two separate worlds and functions working for one will not apply to the other.
- with TRACK SECTORS we'll mean the sectors of the track only.
- with PITLANE SECTORS we'll mean the sectors of the pitlane only.
- with FENCES we’ll mean the walls, or at least the part of the track/pitlane usually mapped with guard-rails textures.
- with FENCES EXTENTION we’ll mean the part above the fences usually mapped with the metal grids or rows of adverts.
- with ROADSIDE we'll mean the strip right next to the track surface.
- with RUN-OFF we'll mean the more or less wide area after the roadside.

Many times we'll need to enter some values to locate parts of the track or edit them. In many cases these values are intended as multiple of 2.
In case of texture mapping, the used scale is: 256= 1 time the texture size, 512= 2 times, 128= half time, 1024= 4x times, 2048= 8x times and so on…
In case of rotations or direction of any part, we need to set a direction to which the part will point. The used scale is the following. For future reference 
we'll call the next image DIRECTIONS:



Also, every part of the track (fences,ribbons,runoff...) are labeled by an Id which is also expressed in power of 2.