Posts Tagged ‘Pre-Alpha’


orc logoMostly bug fixes and tweaks with a couple of new features

– Seat position can be changed and saved in-game press F2 to toggle
– Head movement can be tweaked in the misc. options (can be turned off)
– Potential Fix for people having to run it as admin – please let me know if this has fixed the problem
– World record / PB has been added to the race menu
– Fix, all the race awards were being awarded to the same driver
– Mouse controls have been fixed (crash when assigning buttons + not proper range when assigning steering without a restart) – thanks engineerwr!
– Fixed potential crash when changing tracks
– Added tool tips for Track Rank and ORC Rank shown after the race
– Fix for pressing escape on the login screen going to a loading screen (with no escape!)
– Added driver info (if possible) to the crash report
– Added version on the Main Screen
– Moved general options to the end of the list
– Fixed auto gears tooltip

The new version is available at the normal place: –

It should install over 1.0.7 ok, but if you have an older version you might want to clear out your Documents/OnlineRacingChampionship folder before running 1.0.8
Let me know if there are any problems – thanks again for helping test ORC!

All the best,

orc logoI have released a new version with the achievements and records a little bit more integrated into the sim. After the race you will be able to see your achievements and records, you’ll also be able to see your track rank (+/- compared to a benchmark time) and your ORC rank which is +/- compared to all the track benchmark times added together (if you haven’t raced on a track you’ll get a default laptime of 5 minutes).

There is quite a bit of change and therefore potential problems, please report anything strange Smile
I’ve also fixed the crash reporting a bit so I can pinpoint where the problem is if there is a crash more easily.
The stats page has been reorganised a little, but it needs an artist’s touch, so will be cleaned up in the coming months.
Any problems let me know! Smile

– Improved after race stats
– Improved crash reporting
– Improved stats page
– Other small improvements

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  • Update V1.03 (28th March 2015)
  • Fixed crash when changing tracks in multiplayer
  • Fixed crash when clicking on stats in multiplayer
  • Fixed player car sounds occasionally being muted when a network player pitted
  • Fixed network cars rotating into position when joining the track
  • Fixed fastest times not loading when changing track
  • Fixed problem with laptimes when exiting the pits
  • Improved visibility of driver’s fastest ever lap / sector
  • Increased grass friction slightly
  • Moved default brake bias forward (it was previously only 45% – oops!)

გადმოსაწერი ბმული DOWNLOAD

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With over 80,000 players being involved since October 2011, in March racing fans will finally get their hands on the most technically-advanced, beautiful, intense and authentic racing game on the planet that’s been tested, guided, and approved every step of the way by both gamers and real-life pro drivers alike.


  • A huge variety of motorsports and reflected car culture with relevant rules and formats
  • The largest track roster of any recent racing game
  • A freeform career mode that allows you to choose your own path with Historic Goals to earn, Accolades to win, Endorsements to sign, and Invitations to receive
  • Competitive online with features such as ‘join in progress’ and invite-only sessions
  • Fully-dynamic weather and time of day
  • Race weekends including warmup sessions, practices, qualifying, and two-race format
  • Pit stops and pit strategy creation for different scenarios and events (eg.. endurance)
  • Deep tuning setup creation
  • Asynchronous play via the Driver Network – Time Trial mode with downloadable ghosts and regularly-scheduled Community Events
  • Save and share your proudest moments with photos and replays
  • Player tailoring and accessibility features – dial the game to your own particular skill and comfort level
  • Playable either at a cinematic 12K resolution or on a more intimate scale with Oculus Rift. Project Morpheus, or nVidia Shield
  • Support for over 40 different wheels and peripherals
  • Second screen support via apps created by the community through the Project CARS API

But enough talk, see for yourself why both critics and gamers alike are excited for Project CARS with our new trailer!

pCARS logo

Build 427 (15/3/13, Team Member+)
Bug Fixes:
* Fixed the FFB being missing issue
* Fix for Controls screen showing the Edit page whenever you go in there
* Amended handling of puddles in road shader to prevent specular white-out
* CDynamic Envmap class now uses the new per face mip map level generation DX11 code
* DX11 Texture Class support for per Cube Face mipmap generation support, via per face ShaderResourceViews
* Fix for dynamic emap not getting used on the car
* Inverted facing direction for double sided polygons – corrects lighting be inverted
* Re-enable MotionBlur dither
* Initial changes switching over to use the BAppSection framework. General tidy-up of the sections code
* Ensure that custom blocklist allocs/free calls match up when using default new/delete
* Added WMD requested physics key mapping hooks (brake bias, pit speed limiter, ignition & starter key, adj anti roll bars) – awaiting links to the physics so not yet functional
* Increase in volume for AI sounds after reports that AI were difficult to hear. This will be ultimately controllable via sliders in the UI eventually
* 3D palm tree instances – self shadowing and transmissive light effect added, textures tweaked in mips
* Belgian Forest: Added missing emissives, adjusted emmissive levels, added viewer placed lights poles, speakers,changed kerbs color in chicane after first long straight. added emmissive night skyring
* Belgian Forest: Fixed wrong crowds positions
* Eifelwald: Added new crowds
* Glencairn: Added new racecontrol building+tstacks, added missing textures
* BMW M3 GT4: CoG raised, new ARB ranges, final drive tuning allowed

Build 426 (14/3/13, Senior Manager)
* Shader error message given more detail
* Fix for lods on reflection
* Improved cloud env map settings for performance + setup new face offset for this map.
* Reduce cloud env map resolution – it’s only ever convolved so 128×128 is way more than enough for low to high reflections
* Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)
* Fix clearing of the convolve render-target – the convolve renders to the whole quad and the clear is no longer needed for SLI/XF
* Add ‘face offset’ support to the CDynamicEnvmap class – allows each envmap to have a unique face offset so they aren’t all rendering the same faces each frame which causes peaking loading
* Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage
* Add cloudenvmap place holder setting for when the viewsettings are re-enabled again
* Fix for HUD ‘lite’ not working
* RUF logo added to splash screen and Happy St Patrick’s Day everyone!
* Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces
* Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!
* Solitude Rennstrecke: New export
* Solitude Rennstrecke: New AIW
* Moravia: Exported sitting crowds + crowds placement
* Pagani Huayra: Alpha2 driver anims

Build 425 (13/3/13, Senior Manager)
* Fixed input related leaks
* Fixed PS3 unity compile
* Added dump on exit if leaks detected in main pools on PC (debug and release only currently)
* Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not
* Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)
* Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene
* Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation
* Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)
* Converted light glow billboard shader to be drawn in post blur phase – this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars
* Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass
* Heusden: Added missing fences, sign posts, adverts and 100 markers
* Ford Capri: Updated AO and added wheel LOD’s
* Ariel Atom 300: smoothed torque curve similar to Hondata reference
* BMW M3 E30: Fixed UV mapping

Build 424 (12/3/13, Manager+)
* New GUIName entries
* Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK
* Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.
* Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library
* Ensure that msg queue alloc goes to the correct new overload
* Change so FOV is updated from Tweakit
* Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)
* Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes
* DX11 Fix Alpha to Coverage setting – sorts out crappy looking foliage/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is
* App Side hookup main menu and new renderer downsampling scales.
* Render Task re-ordering for HDR Motion Blur – moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task
* DX9/DX11 Renderer support for HDR motion blur in the Post Processing control module
* Add DX9/DX11 Renderer helpers for downscaling width and height scaling
* Added new double-sided render contexts in preparation for use in plants etc
* MotionBlur shader – fixed for HDR support + fixed for fringe bug in all modes except MSAA
* Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR
Bug Fixing:
* Fixed memory leaks and missing file/line & trace info for a number of allocs
* Fixed memory leaks and missing file/line & trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)
HUD Editor:
* Better quad selection now based on Mesh bounding box and projected screen coordinates
* Fixup the Editor HUD view cycling to use the new control method
* Heusden: Darkened some textures
* Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width
* Eifelwald: New sitting crowds
* BMW M3 E30: Fixed car colour. No more just red BMW’s
* BMW M3 E30: Fixed UV mapping

Build 423 (11/3/13, Senior Manager)
* Addition of new Camera controls for marketing mode
* Code added to toggle the cameras via buttons
* Azure Circuit: Added latest assets from JanP, added latest from MJ, even if not finished, fixed J.F. Kennedy road+sidewalk, remapped, moved/scaled old wrong stuff and added temp geometry around new/old unfinished stuff to fix gaps-holes, updated sel sets
* Heusden: Solar Panels placed

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Build 422 (8/3/13, Team Member+)
* Exposed GUIDialogManager from the helper so App level dialogs can use it
* Code to allow use to render both sun/moon shadows and spot light shadows at the sametime
* Added ‘non-modal’ dialogs
* Fixed crash in manager update loop
* Fixed some missing clone property settings
Bug Fixes:
* Some memory leaks fixage
* Reverted HUD mirror disabling for Cockpit view. Changed the default status of the mirror to hidden
* Fixed them damn dirty ANTS 

Build 421 (7/3/13, Senior Manager)
* Removed a rogue ifdef (fixes FFB)
* Fix for undefined devices being ignored during DirectInput device enumeration
* Code to test if the HDR is initialised. This is to handle resolution changes in the HDR (for bullshots)
* Re-enabled save-to profile for HUD editing
* Live HUD Editing
* Adjusted HUD Motec position for wide & non wide-screen
* Tweaks to the HUD position for the Tacho, Mirror & LapInfo objects
* Fix for warning C4324: ‘MWL::LensFlareInfo::LensFlareElementInfo’ : structure was padded due to __declspec(align())
* Tangent FB A/B/C test, due to Ben feedback
* Tire.rg: revised street tire carcass, ABC compound testing for BMW Z4/M3 GT
* Drivers – disabled motion blur for drivers materials
* Overlay.fx – support for REFLECTION_MAPPING (no puddles, no drying)
* Skintest shaders modified to allow animated trackside characters to receive motion blur
* Flags animations, casual idle and cheering animations + XML bindings, rig update
* New meshes and textures for 3d crowds
* Eifelwald GP: Fixed truck popup in hairpin curve by increasing the LODA distance in the track.lod file
* Eifelwald GP: Fixed a bunch of LOD popup issues around the track on tribunes bridges and roadmeshes
* Connecticut Hill: Fixed missing road and fixed road uv issues
* Bathurst: The old 3d casual crowds were switched by the new ones
* Azure Circuit: Added new casino gardens, updated trees/bushes on this area, deleted old stuff, merged in latest DavidB’s works, pit stuff, reexported csm, updated sel sets, set flags
* BMW M3 GT2: fixed lightflare IDs
* Ruf RGT-8: suspension fixes to make it a better drive
* BMW M3 E30: Added ao, wheel and tire LODs, updated wheel arches
* BMW M3 E30: rear wheel offset 0.5cm wider
* Pagani Huayra: revised brake heating, setup and gear ratios. Fixed motion ratios, matched to CAD reference
* Caterham Classic & R500: front motion ratio changes
* Pirault Mega: Fixed tire setup, fixed detaching CPIT bonnet

Build 420 (6/3/13, Senior Manager)
* Updates for Lensflare alpha and position so they update from this timecycle
* Improve the performance of MorphMesh shader parameter setting – the overhead of the Base dynamic arrays was costing approximately between 1 and 9% depending on the level of Cloud (many meshes, with many parameters – the sizes are fixed so dynamic arrays were a poor fit)
* CEnvironmentManager::BlendCubeTextures now uses SSE2 on PC – this reduces the exclusive profile cost from 2.1% to 0.3%
* CEnvironmentManager::FillPixels is now implemented using SSE2 on PC – this reduces the exclusive profile cost from 1.9% to 0.4%
* Added OwnedObjectBase.assertLocked() function that will check that the object is locked by the current thread
* Tutorial asserts that its data modification functions only operate on locked objects
* Port in connector messages is transmitted as short instead of int, and is treated as unsigned short
* Removing unused timers from the CScreenShotDirector class
* Reverting a change where I made Tick public
Tweak It:
* Debug Director Mode

“When you connect to game with Tweakit there is now a new area called Director.
With in this is a setup to allow the user to enter a debug mode in which they can take screen shots.
To use..
Start a game as normal and play through a race untill you are happy you have enough to take the screen shots you wish to use.
Press the Start Director button. (At this point I would tick the Director box in the tree so it live updates)
The Start Button will then be removed.
You can now do the following.
1. Set the time in the race you wish to jump to by using changing the value in RaceTime.
2. You can change the rate in which the race plays back by setting RaceRate (default is 0)
3. There is a button to take a TGA screen shot.
4. When in Free Camera you can under Free Camera controls you can change the camera FOV , Positon and Orientation.
Note when you are not in Free Camera the cameras are the track side cameras ,
You can switch to free camera and back by pressing Ctrl+f at anytime, when you do this it will setup the camera to the
values last used from a normal camera.
(note when in TrackSide Cameras you can toggle through the other cameras available by pressing Ctrl+t )
5. You can Tweak Custom Dof Controls. Under DofControls.
Other points to note..
In this mode you can change the time of day , weather conditions and any other visual aspect”

Bug Fixes:
* Fix for crash when deleting a tweakit component which is marked to live update
* Adding experimental Zonda R wavs
* Adding experimental Zonda R soundset
* Heusden: Added lights and flares to industrial buildings
* Derby National: Tightened up cut track aprox 1/2 car length on the leftside of last chicane
* Belgium Forest Circuit: Tightened up cut tracks at various outside run wide areas that seem to be advantageous if used. Per WMD feedback
* Heusden: New textures for industrial assets
* Azure Circuit: Added new textures
* Bathurst: Reworked Tent Asset LODs and meshflags, and added specific tracklod to combat pop-up there
* BMW M3 E30 Group A: wheels diff_00 dds texture – alpha channel added
* Formula A: backed off front wing ride height sensitivity. reverted engine braking change. finer brake cooling adjustment
* Ford Capri Group5: UV mapping + bugfixes
* Ford Capri Group5: Added support for custom liveries
* Ford Capri Group5: UV mapping

Build 419 (5/3/13, Manager+)
* FX11 – add support for backing store constant shadowing to reduce un-necessary calls to UpdateSubresource. (enabled via SHADOW_CONSTANTBACKINGSTORE define)
* Minor fix for unbalanced D3DPERF_EndEvent
* Reduce overhead over SetProfilerMarker using string reference instead of copy – makes Release about 2% closer to Gold in performance
* Cache NvAPI_Stereo_IsEnabled – calling this function dynamically was costing 6% of the entire cpu-time!
* DX11 add support for DXGI_FORMAT_R11G11B10_FLOAT render-target and textures
GUI Tools:
* Allow scroll bars to be placed anywhere
* FresnelCoefficient usage correction – multiplication of whole specularIrradiance insted of just sampled pecular irradiance
* Bodywork shaders unyfication
* Bathurst: Various placement fixes of instances
* Azure Circuit: Tweaked nmp
* Heusden: New textures for industrial area
* Heusden: New textures for solar panel assets
* BMW M3 GT: Added new livery banners

Build 418 (4/3/13, Senior Manager)
* Exposing the Camera Configurations.. This is part of the on going Camera Editing tool work
* Apply rotation offset to sky dome
* Fix for rendering of cloned lensflares
* SPECULAR_STRENGTH macro added – used for specular strength adjustment for specialistions with and without env map
* Adjust common path root to include scope of branches
* Re-enable #EnterRace message
* BAppSectionManager: Ensure that app section calls are made from the same thread (asserts if not) as this system is designed to be single threaded
* Fixed exit leaks in System and Debug pools
* Removed system allocs from being incorrectly reported as leaks
* Fixed typos
* Added GetMemBuffer() to BRingBuffer so that its buffer can be freed if a custom one was provided on init
* Added dump of custom leaks on exit (allocs done via system allocation routines)
* Added custom memtraces to PC SysMalloc and SysFree calls
* Moravia: New AIW for changed track widths. Fixes complaints about too sensitive cut track issues
* Belgian Forest Circuit: Tighten cut track at the top left of Eu Rouge to dissallow 4 wheels over
* Bathurst: 3D eucalyptus update, optimized more
* BMW M3 GT: More headlight tweaks
* BMW M3 GT: Fixed brake disc glow, and brake disc setup
* BMW M3 GT4: Fixed brake disc glow, and brake disc setup

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Build 417 (1/3/13, Junior Member+)
* Re-enabled Game usage in external script
* Added script search paths to includes in common libs
* Modified build scripts to bring into line with new script compiler common include handling
* Modified ScribeCompiler build rule to add new default properties and allow per-project editing
* Renamed ‘Scribe_Internal’ folder to ‘RaceAppCore_Scribe’
* Library update for “basic” tread mode
* Next revision of kart, including new A/B/C test
* Lensflares now come from the enviroment system
* New lenflare tech
* Can now live edit Lensflares and overide data based on time of day
* Fixed depth map support in skyrings – allows variation of fog strength so some parts look closer
* Crowds small flag animation fixes for props behavior + cleanup and selection sets update to contain proper meshes
* Casual women cheering animations
* Casual animations idles migration
* Add appCanOverrideSampler annotations for phase3 techniques to allow DX9 to modify Aniso settings correctly
* Balancing of ‘sports’ box
* Armco 3d distance adjustments to match main engine gain and filter roll offs
* Balancing adjustments (levels)
* RUF AI set added.
* Updating RUF set to take account of new physics. Balancing adjustments to 3d distance, distortion, compression and pitch.
* Adding RUF AI engine set
* RUF logo added
* Azure Circuit: Added new casino roundabout, merged in latest stuff from Janp, temp fixed sidewalk around latest JanP assets, deleted old stuff, updated trees on the casino roundabout
* Bathurst: Added outer grass, fixed various wall issues, reduced outer terrian extent to fix terrain pop up, created new grass exclusion map. added new texture for grass clusters for the autograss
* BMW M3 GT: New windscreen banner setup, bugfixing, updated headlights
* BMW M3 GT: Added placeholder livery banners + tweaked lights
* BMW M3 GT4: Fixed livery numbering
* Formula A: new aero with vastly increased ride height sensitivity. set suspension to use wheel rate for everything
* Ruf RGT8: Normals fixes, exhausts fix, AO added on wheels, brake disks and tyres
* Pirault Mega: Fixed spring rate calculation mistake. Ride frequencies now match the appropriate spec

Build 416 (28/2/13, Senior Manager)
* DX9/DX11 CHDRControl support for DS2X/DS4X tonemapped filtering + bicubic filtering/hybrid
* :CMemoryPools, Renderer::CFixedPoolsManager and Renderer::IPoolsManager replaced by MWL::Base MetaPools implementation
* HDRMethods_Combine shader support for DS2X and DS4X improved quality filtering using tonemapped samples. Placeholder code for BiCubic and Bicubic hybrid methods + Large cleanup of Tonemapping shader code
* Crowds flag anims: cloth settings + anim scene point cache paths fix
* Point cache data for flags deformations
* Crowds flag_big animation scene fixes + merge SIM flag
* Characters props migration
* Ruf RGT-8 and BMW M3 GT4: initial physics. Various tire.rg changes
* Eifelwald GP: Last chicane. End off track dectection 25m sooner to see if “next lap won’t count” message is fixed if taking last corner correctly
* Badenring Historic: Tightened up cut track detection in First chicane. Per forum feedback
* Badenring GP: Tighten the cut track detection in Turn 2. Lossened it up slightly in Turn 2. Per Forum feedback
* Azure Circuit: Added new sainte devote terrace+edited surounding things, fixed trees/bushes on it, added latest assets from JanP/MichalJ/DavidB, optimized mesh around the Casino area, updated trees on the new sainte devote terrace, road mesh, new textures
* Glencairn: Fixed Skyring and collision issues
* Pagani Zonda R: bugfixing + new cockpit banner setup
* BMW M3 GT4 : alpha1 driver animations
* BMW M3 GT4: Added Dunlop tires to works liveries
* BMW M3 GT4: added livery 1/2 names
* BMW M3 GT4: added works liveries 1/25
* BMW M3 GT4: added rear window banner
* BMW M1: new light setup + various bugfixes
* Caterham R500: setup changes for revised tire
* Ruf RGT8: Added door frames. All mirrors woking in CPIT now. Shadow flags fixes
* Ruf RGT8: Initial driver animations
* Fixed up several cars that couldn’t correctly use the eye point offset feature. Some viewpoints changed, some did not

Build 415 (27/2/13, Senior Manager)
Bug Fixes:
* Fix for BMW M3 GT opponent engine sounds not pausing when game is paused
* Revert light glow billboards to ignore depth testing
* Casual characters – fixed paths
* Characters data migration
* Props rig update
* Crowds billboards data migration

Build 414 (26/2/13, Manager+)
Bug Fixes:
* Fixes applink mismatch in TrackSelect/LayoutSelect screens
Helmet Cam:
* BUGFIX for Helmet clipping the near plane
* Added App Section module
* Updated BProjectKernel to use Create/Destroy etc methods (replaces obsolete Open/Run/Close)
* Fixed a mem leak from the title config module
* Minor updates to BFrameWork based on use by BAppSection Manager
* Added eRetWaiting state to tRetCode so that framework functions can be polled properly instead of sync blocking
* Removed _cdecl from baseconv declaration so that legacy code can be declared without having to add it (such as virtual funcs)
* Fixed various typos
* Renmed BFrameWork GetState/SetState to GetFWState/SetFWState to avoid function aliasing
* Renamed BProject/BProjectKernel funcs to keep consistent with new framework mehods
* Changed track selection screens to allow both single screen, and double screen, layouts to work alongside each other
* Fix for far cascade scene query results being too small (early morning/late evening time of day on a few tracks were hitting “SceneGraph AddObjectResult – Not enough Space” resulting in disappearing shadows in the far distance)
* DX11 – Fixed DepthClipEnable default value (just Align with what DX9 does)
* Fix for lightglow_billboard not depth buffering correctly (brakes lights, pit lights etc, shining through solid objects bug)
* Ambient shadows attentuate with fog distance
* Fix for tyre smoke not fogging correctly.
* Fix axisfacingquad + genericquad particle shaders to incorporate fog (leaves etc not fogging)
* Fixed Racing Line overlay not getting fogged
* Fix for Glass materials not being correctly fogged
* Fix for Sparking helmet materials
* Fix missing vertex shader normalizations in basic and basic windows.fx. Those two vertex shaders are now reusing worldeye for the fog calculation, which saves around 5% of the VS cost
* Shader fix for DX11 only mother-ship shadows bug
Ghost Mode:
* Modified ghost transparency calculations so that in mirror it is solid until it is almost upon you and it doesn’t go solid when near you, e.g. when just behind you but in front of the external camera
* Reverting code that disabled SSAO
* Adding Assassin music
* Experimental 3d and distance paramter gain and filtering
* Compression tweaks
* Changes to balance and 3d distance parameters
* Tweaks to levels
* Switches on RUF RGT 8 sound set
* Updated for use with the RUF. Compression, eq, filter and load settings added
* Adding engine set for RUF RGT 8
* Adding fdp for RUF RGT8
* Bathurst: Added specular maps to materials with wrong applied maps, fixed transparency things on fences, added anisotrophic filtering on materials, added fresnel to all of the materials, adjusted terrain height in areas requested on the forum, raised walls around track by 20cm, fixed as much as possible lod pop ups without touching the camera config file, dropped missed trees
* Badenring Historic – fixed flipped cut track corridor line in 3rd chicane
* Badenring National and Short – Last corner cut tracks updated to match recent changes to the GP circuit for consistency. Also moved first garage spot out onto pit lane so you don’t start behind closed garage doors
* Azure circuit – fixed railings, tweaked texture maps
* Pirault Mega SR: New LODB meshes
* BMW M3 E30: Fixed headlights
* BMW M3 GT: Added livery 19 + minor fixes to other liveries
* BMW M3 GT4: UV mapping + prepared for custom liveries
* BMW M3 GT4: added srcdata/physics files + cockpit display
* BMW M3 GT4: added runtime files + collision export
* BMW M3 GT4: added textures + placeholder liveries
* BMW M3 GT4: First export
* Ruf RGT-8: Cockpit glow texture update.
* Ruf RGT-8: Better black glass lines on windscreen. Basic lights setup, including lightglows. Quick cockpit AO. Fixes after testing in game
* Ruf RGT-8: First export