Comments In Project CARS

Project CARS – Build 451 for Team Member+.

Project CARS - Build 451 for Team Member+.

Project CARS – Build 451 for Team Member+

A new weekly build of Slightly Mad Studios’ WMD-powered Project CARS title is out.  Build 451 for Team Member+ to enjoy.

Build 451 (19/4/13, Team Member+)

Render:
* Code to match up the dynamic and static emap lod scalers. Fixes issue with lighting in FE

GUI:
* GraphicsConfig support for MaximumFrameLatency (save/load and GUI runtime hookup)

Environment:
* Triangles changed to pentagons on old flare secondary elements. needed for when we have selectable flares

Animations:
* Smartphone idle + action. New anims

Tracks:
* Bathurst: Added concrete stripe on left of pit exit , added missing armco ends, adjusted road and kerbs as mentioned by Gustavo to increase the specular effect on roads and decrease it on kerbs

Vehicles:
* BMW M3 E30: Improvements to lights and light surrounds
* BMW M3 E30: Added projected light onto headlight surrounds
* BMW M1: Tweaked lights textures
* BMW M1: Removed damage from pop-up lights in CPIT and re-enabled light control functionality in LIGHTS material
* BMW M1: Added LODs, AO, damage and fixed bugs
* BMW M1: Added offsets to the pop-up lights to compensate for chassis damage
* BMW M1: Tweaked light textures slightly
* BMW M1: Added gear shift animation for the leather boot
* Pagani Zonda R: Added approx. 35kg of fluid mass to the 1070kg dry weight
* Ford GT40 MKIV: Wheels dds texture – initial check in
Click Here for full week update list.


Build 450 (18/4/13, Senior Manager)

Render:
* DX11 R16G16 and R32G32 float support (fixed/added). Made R32G32 EDPF/ESPF names consistent (required for Exponential Variance Shadow Mapping support)
* Code to tell the FE to use higher res spotlight shadows
* Xbox360 variation for generating light frustums
* Lights now create their own frustum showing their world space coverage
* Shadows viewports are now setup based on the number of shadows allowed. On PC there is new variable to specify higher res shadows. (this is currently disabled)
* New code for getting lights to render, code now uses frustum to frustum testing for better results. Shadow gather code now orders the shadows based on which is most prominent on screen. This is so we pick the best eight lights to use and also so we can use high res shadows if needed
* Added code to DebugRenderInterface that shows the frustums for visible lights and colours frustums for lights that are allowed cast shadows. (Accessible via TweakIT)Shadows:
* Fix for shadow transition

Crowd Animation:
* Men binoculars idle + action

Vehicles:
* Fixed upside down normal maps on tire treads
* Pagani Zonda R: Motion ratios from CAD and other tweaks to work with that change. -A compound tire option added for it and the GumpertTracks:
* Anhalt: Static emap positions checked
* Lakeville Raceway Emissive tweaks to racing school building Build 449 (17/4/13, Senior Manager)GUI: 
* Fixes to allow toggle buttons to be set via applinks

Render:
* Added optional scaling of envmap based on specular texture alpha – this allows a greater range of real world materials to be emulated using a single game materialCamera Views:
* Edited new position for centre camera per car. Helmet is now visible in center camera (using high-res driver mesh). Toned down head rotation movement and fixed bone names in driver.cdp

Animations:
* Driver animations Formula Rookie: Alpha 2
* Racers: modified animation according to review changesPhysics:
* Lotus 98T: Changed to a 5-speed transmission for testing
* Lotus 49: Removed camber exploit. tweaked carcass with slightly softer spring rate. Adjusted Long Shape stiffness and inclination stiffness to get the mix feeling right. Some slight setup changes
* BMW Z4 GT3: Slightly revised aero. New gearbox. Fixed tire diameters. Adjusted motion ratios to match CADTracks:
* Lakeville Raceway: Merged new assets, increased contrast and reduced brightness, new textures for gas station, added Lamp Posts with flares to the sceneBuild 448 (16/4/13, Manager+)

Common:
* Code so that we move the dynamic emap to the closest car in view when in the FE
* Initialise Animated Ads BArray and set it to use game pool. Add critical usage when registering physics Ads as that an update occurs on separate threadsEnvironment:
* Moving lensflares data to weather packs so they are loaded in when required. This is required as there is going to be a lot more lensflare data comingShaders:
* USE_COLOURISATION implemented in ground shaders

Physics:
* Ford GT40: Removed camber exploit. Adjusted tire and chassis to suit. Created a new compound to work more convincingly with this car
* GUMPERT apollo S: Added 160kg, revised inertia and aero again

Tracks:
* Lakeville Raceway: Modified lights so junction boxes are lower
* Lakeville Raceway: New textures rev1, changed window lights to blue, improved tiling and resized to 512×512, added spotlight emissive to texture

Check out http://wmdportal.com for more info – http://www.slightlymadstudios.com


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