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C.A.R.S - Community Assisted Race Sim

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Kad se samo setim koliko je truda trebalo da se izrenda nesto slicno u 3ds-u , a ovo sada ide real time ... :hair:
 
ja , konkretno na mojoj masini ne mogu a da izgleda ista nalik tome :d

a na sve to dodaj i zvuk , i fiziku , kontrole...

- ovo je jedan od najimpresivnijih shotki koje sam video u skorije vreme u bilo kojoj igri.
ja licno bih mu dodao jedan overbright filter i vozio tako , cisto da izgleda kao prenos iz tog vremena :)

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Poslednja izmena:
cars vs reality

[YOUTUBE]O16aSslxmdo[/YOUTUBE]
 
Nema tu nicega pomahnitalog, klip je odlican...
 
ovi su bre ludi

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Konacno je pocelo vece licenciranje:

Eleven different Fords to be available in Project CARS

London, May 30, 2012: Slightly Mad Studios are proud to announce they have signed a licensing agreement with the Ford Motor Company that will allow eleven iconic Fords to be included in the company’s WMD-powered Project CARS title.

Project CARS players will get to choose from eleven famous Ford models within Project CARS, ranging from powerful muscle cars and iconic sports car racing machinery to modern street & racing cars.

1966 Mustang 2+2 fastback (foundation trade dress for 1966 Shelby GT350)

The 2+2 Fastback was one of the first Mustangs that helped build the iconic name Ford’s range of Mustang models has today.

Powered by a Ford 289 K-Code V8 engine putting out 274hp, the car was also the base for Carrol Shelby’s GT350 model.

1967 Ford MK IV

Better known as the GT40, the MK IV was the fourth evolution of Ford’s legendary sports car racing challenger. Powered by a seven-liter V8 engine, the car went on to win both the 1967 Sebring 12 Hours & Le Mans 24 Hours in the hands of Bruce McLaren, Mario Andretti, Dan Gurney & AJ Foyt.

1972 Escort RS1600

The RS1600 was the sport version of Ford’s Escort Mark 1 that was build from 1968 through 1974. Powered by a 16-valve Cosworth BDA engine, the car featured a sport suspension and strengthened bodyshells that made the RS 1600 a long-time favorite for amateur racing & rally drivers.

1980 Capri (Group 5 – Team Zakspeed)

Built by Team Zakspeed, the Group 5 version of the Ford Capri was one of the most extreme Ford race cars ever built. Powered by a twin turbo-charged 1.4 liter Cosworth BDA engine, the car predominantly raced in the Deutsche Rennsport Meisterschaft, being driven by legends such as Klaus Ludwig & Hans Heyer.

1988 Sierra RS500 Cosworth (Group A)

Designed to the FIA Group A regulations for touring cars, the Sierra RS500 Cosworth successfully competed in the 1987 World Touring Car Championship where it narrowly missed out on winning the title. The car also proved to be very successful in national series such as the DTM where it clinched the title in 1988.

1997 Mustang Cobra (SCCA Trans-Am)

The Ford Mustang Cobra has made the Trans-Am history book as the series’ most successful race car of all time. The car completely dominated the 1997 season, winning all 13 poles & races.

Built by Roush Racing, the Cobra weighed 1400 kilograms, using a pushrod V8 engine & five-speed gearbox.

2012 Fusion NASCAR Stock Car

The Fusion is Ford’s weapon of choice for NASCAR Sprint Cup, helping the Ford Motor Company to two runner-up titles in America’s most popular form of motorsport in 2008 & 2012.

The Fusion stock car weighs 1700 kilograms and is powered by a mighty V8 engine built by Roush Yates, putting out more than 850hp. The car is being driven by famous NASCAR superstars such as Carl Edwards, Matt Kenseth & Gregg Biffle.

2012 Focus ST

The 2012 ST is the all-new top range model of Ford’s Focus model range. Powered by a 2.0-liter twin-cam 16-valve EcoBoost four cylinder engine that provides 247hp, the Focus sprints from 0-60 in just 6.5 seconds.

To go along with the impressive performance, the car is equipped with plenty of sport features such as aluminum pedals, Recaro sport seats as well as Ford’s Sport-Steering system.

2012 Focus ST (BTCC)

The Focus also has a presence in the British Touring Car Championship as Redstone Racing campaigns the Ford Focus ST touring car built to the Super 2000 regulations.

The car showed lots of promise in the early parts of the 2012 season as Mat Jackson was able to clinch two race wins at Donington Park & Thruxton.

2013 Falcon FG (Australian V8 Supercar Car of the Future)

Ford is one of two manufacturers involved in the hugely popular Australian V8 Supercar series. For 2013, the series will be switching to a new platform of cars, designed to be more cost effective and to offer better safety features.

The Falcon FG will be Ford’s challenger starting with the 2013 season as the company will try to add to their five manufacturer titles clinched in Down Under since 2003.

2013 Ford Shelby GT500

Bearing the name of the late Carroll Shelby, the GT500 is the most powerful factory-made Ford Mustang ever built.

Powered by a supercharged 5.8 liter V8 engine putting out 650hp , the GT500 exceeds a top speed of over 310kph. The raw power is controlled by the finest technology as the car is equipped with Brembo brakes and Bilstein suspension.


The Fords will be available to drive in Project CARS later this year. WMD members will be able to take a virtual test drive once first versions of the cars have been completed by using the regular development builds of Project CARS. To shorten the waiting time, WMD members get to follow every aspect of the car development process on the WMD forums, from the first steps to the finished car out on track.

Ian Bell je napisao(la):
We'll probably have a larger car list in the shipped game. Lot's of requests for road cars so we've included some here. More to come soon BTW

Sad jos da vidimo sta jos potajno modeliraju posto su se nesto utisali. :)
 
Poslednja izmena:
odlicna lista sa ovim fordovima , samo mozda fali jos neki Escort Cosworth iz 90ih.
 
Build 226 is out...

Build 226 (1/6/12, Junior Member+)
Fix for ps3 compiles
Fix for the broken track select navigation. SetMenuAutoScroll and SetMenuScrollOnlyOnClip needed set for the location and map screen menus
Code fix for menu data flag issues in car setup screens (similar to track select fixes)
Ghost system:
- Ghosts will be recorded (and potentially saved and uploaded) in all game modes, to mirror the behavior of stat uploads
- Lap Data Header chunk contains information about bit precision used for the data stored in the Lap Data Stream chunk. This makes the compressor more extensible for the future and increases backward and forward compatibility of the data format
- Reordered fields in the Lap Data Header chunk.
- Ghost player sets up participant for the ghost that is supposed to be replayed in the race
- Ghost participant is set up with the correct upgrade specification (fixed a bug where physics and render specifications were mixed up).
Belgian Forest - update trees and crowds for new inner terrain
Additional Track Photos submitted by the WMD community
Caterham R500: camber animation source files added
Palmer JPLM: added TM hotlap contest livery
BAC Mono: Tiny UV fix
Caterham SP300: added CPIT meshes, prepared for 1st export, fixed various issues
Updates on textures of Harrison Pike. Rescaled , replaced polished up
Added missing strings for the Tuning Slot screens
BAC Mono: texture tweaks
Ariel Atom - Added LODD meshes to all 3 cars
Caterham sp300r : animation pack1
Added helmet view for 70', 80' and stock
Sakitto: new textures for kartbuilding
Stockcar90: Added 2 more liveries
X4: LODC reworked, LODD added
Additional textures for bathurst
X4: fixed damage on LODC and LODB, LODD refined rear a bit
Basic_windows shaders modified to use a parameter to scale the emissive strength - this is so that a wider range of effects can be achieved without suffering from texture banding issues
New Thrustmaster Static Adverts for Thrustmaster Sakitto Event
Grid texturemap bologna
New Emmissive maps added to tents and vendors assets
New Emmissived added to Illuminated Trackside Trucks
New Dynamics Scene for Sakitto GP
Caterham SP300: added livery 01.02 names
Sakitto_GP Thrustmaster event dressing
Caterham SP300: added new black rim
Caterham SP300: added new livery
Separated VSOUTPUT and PSINPUT in cloud_model.fx to allow for centroid usage (PS3 doesn't like it on VSOUTPUT)
Thrustmaster specific textures .dds files
Sakitto - Concrete Barrier Fix for Thrustmaster event
New BAC Mono export
New Caterham R500 export
Caterham SP300R added
New Bathurst export
New Belgian Forest export
New Harrison Pike export
New Satikko exports

Build 225 (31/5/12, Senior Manager)
Implemented additional session calls (and App API for them):
- Change session attributes
- Promote users to session admins
- Advance session state
- Kick users from session
Updated physics to record actor-related events to replay buffer with up-to-date simulation time
Timestamp for start of wheel release phase is now set to up-to-date simulation time
Ghost system:
Fixed ghost decompressor not dealing properly with event id and event version
- Renamed some variables called ghost to ghostId to make it clear when the internal ghost ID is used.
- Ghost player can have either owning or aliasing pointer to the ghost data it is replaying.
- Ghost system will initiate load and decompression of ghosts that should be included in the race.
- Ghost system has a list of ghosts that are being loaded for the upcoming race.
- Ghost system will delay race setup until the ghost data needed to create participants are either loaded or known to have failed loading.
- Format of the ghost car visual chunk has been extended to be more flexible when adding new visual information in the future.
- Ghost format supports interior livery indices.
- Decompressor supports chunks that can be present multiple times in the data stream
- Added support for vehicle upgrade spec to the ghost data stream
Animation fix: gear_to aniumation modified, so that hand never cuts through car mesh in 3PV
Sakitto GP and East tracks: Added pit lane support with 27 pit spots and 54 garage spots. Increased grid size to 54 to match
Fixed up new Track Select and Layout Select screens
Fixed scrolling for car setup load and save screens
Tidied scrolling code for track and layout select
Cloud Work in Progress. (currently the code is disabled)
Basic Cloud Manager creating clouds in a circle in the sky
Setup of Cloud model fx shader that allows passive lighting
Build pipeline changes required for clouds
Setup code for MorphMesh Type
Sakitto: new textures
Ariel Atoms: setup range adjustment, damper ranges from Koni reference, engine/gearbox data matched to source Honda parts
PALMER: vinyl cover update over wood splitter
Stockcar90: Added painting contest winner liveries (Top20)
Stockcar90: added wildcard liveries
Controller Images w-i-p
Set initial wet parameters on treaded tires
Stockcar90: Added LODX/Ultra setup
Stockcar90: fixed missing CGP file for Oval version
Stockcar90: checked/fixed LODs
Update to cloud loading and new changes for shader so it pivots from the pivot center
Belgian Forest - add missing textures
New Stockcar export

Known Issues: Track select screen has some issues with scrolling.

Build 224 (30/5/12, Senior Manager)
Changed attribute parsing to skip over unknown attributes
Online:
- Error information from CSAPI is kept in the storage manager job structure so that it can be examined later
- Added an assert that guards from using uninitialized server URLs before they are known
Ghost system:
- Ghost cache entries have a reference to the cache
- Implemented ghost data server upload and download
- Added development-only code to set up ghost testing
- Added a handy shortcut function to calculate CRC32 of any ghost data, even if it's not in the CompressedLap data structures (which allows to perform full sanity checks before the full data structures are allocated)
- Added an extra print debug level to separate reasoning information and detailed information about jobs
- Implemented pruning of compressed and uncompressed ghost data from memory cache when the data is no longer needed
- Added interface for locking uncompressed ghost data in memory. This will instruct the ghost cache not to prune the data when it's locked, because someone outside the cache will need access to it in the future
New GUMPERT Apollo export

Build 223 (29/5/12, Manager+)
Game manager now checks that the server reported all session members before finalizing session create or join
Online:
- CSAPI will not append certain automatic parameters to the requests if the requests override the automatic handling
- Stat manager will properly pass user id through all layers of API and callbacks
Ghost system:
- Implemented support for changing ghost magic for ghosts in memory or the disk cache, if the ghost magic hasn't been set yet
- When upload is requested by the server, the ghost cache will set the ghost magic to the value sent by the server
- Implemented background compression and decompression of ghost data in ghost background thread
- Implemented support for compression and decompresison tasks in the ghost cache
- Save and load tasks will gracefully fail if their prerequisities are not fulfilled, instead of asserting. This is especially important in case of compression or download failure preceding a save
Fixed ps3/360 compiler error
Track photos asynchronous folder for Track Select screen
Placeholder images updated for TrackPhotos
Harrison Pike initial version of viewer spotlights
Memphis textures initial versions
New Memphis export

Build 222 (28/5/12, Senior Manager)
mplemented handling of all game session-related notifications from the server: user joined session, session member updated, session member left, session attribute changed, session state changed
Special handling of user and attribute updates while joining/creating session
Added logging of various networking/data issues to game manager
Updated adjustment of contact constraint orientation (preventing vehicle scooping) to correctly handle the case where constraint primary axis is perpendicular to vehicle's XZ plane
Fixed helmet cam audio so it doesn't remain on during replays or when switching to an AI car. Bug reported on WMD forum
Added on-demand reload of FFB tweaker file to F1 menu (Input/Load/Reload FFB Tweaks). Rename F1 menu option "FFB Grip Multi" to "FFB Grip Multi (Legacy)"
Ghost system:
- Added explicit initialization and cleanup calls for the object encapsulating the ghost background thread
- Implemented task queues (pending and finished) for the ghost background thread
- Ghost background thread is started on demand and stopped when it's idle for some time
- Compressor and decompressor have now a better interface for returning and/or releasing ownership of the output buffers
- Moved Entry class out of the Cache class, so that forward declaration can be used
- Moved the Cache and CacheEntry routines to more appropriate source files
- Implemented a skeleton of ghost background thread that will perform lengthy tasks like compression or decompression in the background
- Cache entries now have a list of tasks they're queued for and information about task that is in progress
- Added job queue for the ghost cache
- Deleting cache entries locked in memory will only queue them for deletion, instead of deleting them immediately.
- Ghost cache will now process certain tasks on ghost entries: load/save is implemented, upload/download and compress/decompress will be implemented later. The cache will either perform the tasks on its own, or will offload them to the background thread, as appropriate
- Added API to initiate ghost download. The cache will decide from where the ghost should be retrieved
- Cache search functions will ignore ghosts queued for deletion
Latest Loire HUD maps tweaked.
Delaware: New AIW. Added raceline, pitlane path, corridors edited to usable track width surface
Harrison Pike. removed trees intersecting with tribunes
Harrison Pike Raceway - add new textures for curved wires
Adding Autograss to the Harrison pike track
Forced rolling start and limited participant to 42 on Delaware
Memphis, Henrico, Delaware logos added to splash screen
BAC MONO: Livery colour updates
WTC overcast fog fix
Latest Belgian circuit HUD map added
Added co-ord's for : Belgian/Memphis/Harrison_Pike_Raceway maps
New Harrison Pike Raceway export
New Sakitto exports

Nista od Evo i novog Paganija u ovom buildu...
 
moglo bi da bude zanimljivo za sve koji igraju pcars

WIN A THRUSTMASTER T500 RS

To celebrate the Queen’s Diamond Jubilee, E3 games convention, and the start of Summer, we’re happy to announce the Thrustmaster Hot Lap Competition where YOU can potentially drive away with an amazing T500 RS wheel/pedal combo and a TH8 RS shifter!

The Thrustmaster T500 RS is Thrustmaster’s newest top of the line steering wheel, introducing several innovative new features to the racing game world.

The wheel is made of durable materials such as brushed metal and comes with advanced features such as 1080 degree steering and unrivaled precision thanks to Thrustmaster’s H.E.A.R.T HallEffect AccuRate Technology that offers 65536 values on the steering axis using a contactless magnet sensor.

The fast-paced response is enriched by strong and detailed Force Feedback effects provided by dual belt-driven motors.

The T500 RS pedal set offers another innovation as the pedals can be used both in the standard way and inverted (hanging pedals) simply by flipping the pedal unit. Aside from that, the pedals are also fully adjustable and come with an optional “Realistic Brake” mod.

The TH8 RS Shifter is the perfect addition to the T500 RS as it combines a 7+1 & a sequential shifting unit.

Just like the wheel, the shifter is also using Thrustmaster’s H.E.A.R.T HallEffect AccuRate technology for maximum precision.

The shifter is made of highly-durable metal and offers a maximum of customization options as users are free to adjust tension, stroke & deadzone via hardware & software adjustments.

The TH8 RS works with every PC simulation that supports multiple controllers, it’s connected via USB and requires no driver or software installation to work.
HOW TO ENTER…

As with our other Weekly Events, the Thrustmaster Hot Lap Competition is open to all WMD community members for one week (June 1st – 8th) Simply hit the Events page in-game to play

So what are you waiting for? Download the latest build and start competing now!

Good luck out there! The Slightly Mad team will be setting times too so try and beat them also!

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Konacno je pocelo vece licenciranje:

1966 Mustang 2+2 fastback (foundation trade dress for 1966 Shelby GT350)

The 2+2 Fastback was one of the first Mustangs that helped build the iconic name Ford’s range of Mustang models has today.
Powered by a Ford 289 K-Code V8 engine putting out 274hp, the car was also the base for Carrol Shelby’s GT350 model.

1967 Ford MK IV

Better known as the GT40, the MK IV was the fourth evolution of Ford’s legendary sports car racing challenger. Powered by a seven-liter V8 engine, the car went on to win both the 1967 Sebring 12 Hours & Le Mans 24 Hours in the hands of Bruce McLaren, Mario Andretti, Dan Gurney & AJ Foyt.

2013 Ford Shelby GT500

Bearing the name of the late Carroll Shelby, the GT500 is the most powerful factory-made Ford Mustang ever built.
Powered by a supercharged 5.8 liter V8 engine putting out 650hp , the GT500 exceeds a top speed of over 310kph. The raw power is controlled by the finest technology as the car is equipped with Brembo brakes and Bilstein suspension.

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I juniori ga u jucerasnjem buildu izduvase za novu Huayru kao i za early verziju shlajfe-a...

al je bar zato postala screenshot feast za oci:

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Poslednja izmena:
Da li su juniori najzad dobili access za Azure Coast i Californiu?
 
Jok, ima Azure track, ali to je zapocet Monte Carlo...
 
Ako neko moze da uplati umesto mene, neka me kontaktira preko pp.
 
:shock::shock::shock::shock: ^^^^
 
Svaka im cast.
Samo, vidi se da je iz igre. Automobili su previse cisti i ulickani. :D
 
Pa ako bolje pogledas videces da su svi umazani napred. :D Pozeljno je slike otvoriti u originalnoj rezoluciji.

Inace, malo sam duze vozio ovaj 249 build i solidno je unapredjen, cini mi se da je ponasanje vozila malcice osetljivije, navodno su interni fizicki endzin podigli na 600hz (600 puta se ocitava u sekundi), ali jos nisu tyre model zamenili novim koji je trenutno u izradi. I time of day efekti su unapredjeni, pogotovo narandzasti zalasci, a sjajno izgleda voziti Spa negde oko 5-6 uvece sa ubrzanim vremenom i gledati smene dana i noci. Samo ruzno drvece i ocajne senke koje jedu performanse ubijaju dozivljaj, ali bice to sve vremenom ispravljeno...

evo i fotostrima od Darkedeusa sa sjajnim slikama, a vide se i first pass particle efekti vode na podlozi koji ce uskoro da se implementiraju za kisno vreme: http://www.flickr.com/photos/15539352@N02/
 
Tetsuo je pogodio ali nebitno je sto imaju par bubica zalepljenih na prednjem delu auta , auto koji je malo koriscen napolju se ne cakli ovoliko cak ni na kisi , simple as that. Znaci refleksije i specular bi trebalo da smanje malo na sasiji i cacnu stakla.

ali to sve mislim na doticni shot

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ovi ostali mislim da su ok.

Kada budu implementirali taj novi tyre model , eto i mene, a do tad , budno osmatram :d
 
Poslednja izmena:
Samo ti trazi izgovore za upadanje u projekat. :D

Anyway, taj shot je lik modifikovao, tj. igrao se sa hdr efektima (clear day osvetljenje) kroz konzolu pa i zato izgleda da kola ovako "sijaju". Takodje oni gore raniji shotovi (i na fotostrimu) koriste hable filmic hdr preset sa jacim kontrastom, koji poteran kroz overcast vreme deluje totalno drugacije od ovog. Tako da ta prica o specular i ostalim efektima kako deluju i "sljaste" nema generalno mnogo smisla jer zavisi od dosta faktora, a to su vrsta liveries, wheather, time of day, hdr presets i naravno sto se neko jos dodatno igra sa fxaa injectorom (koristi sharpening, tonemaping). Pogledaj recimo razlicite shotove od razlicitih ljudi i videces da pricas napamet, refleksije i specular su odlicni i odgovarajuci. ;) Sto se tice stakla, tek nekoliko vozila ima to odradjeno i tek ce da se radi...

http://www.flickr.com/photos/spidey1988/7570672712/lightbox/
http://www.flickr.com/photos/53153983@N03/7569633376/lightbox/
http://www.flickr.com/photos/53153983@N03/7567764278/lightbox/
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Poslednja izmena:
Moram , veliki sam skeptik sto se fizike tice iako je bilo odlicno ono sto sam provozao kroz ihaha koju verziju carsa. Tada jedino sto mi je malo zasmetalo je sto gume nekako nisu osecale kao gume , isuvise su dobro prijanjale za automobile za koje znam da nemaju ni g od toliko gripa :d

Sto se sljastenja tice , ja sam i rekao za taj jedan shot , nema potrebe da se sastavlja roman ne bi li se meni objasnilo :p
 
Evo jos nekih screenova koje bih izdvojio iz najnovije galerije.



Valjda cu ovih dana imati vremena da isprobam novi build. Nisam posteno vozio vec 2 meseca :trust:
 
My God its full of clouds...

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WIP oblaka koji su kompletno dinamicni i trenutno veoma zahtevni, ali i za ovako prvi build deluju stunning. Trenutno imaju bagova u toku prelaza na noc i treba da se doradi njihov IBL kao i optimizacija. Jos jedan korak napred za full cloud simulator. :D

http://www.abload.de/image.php?img=pcars2012-07-1714-41-siiro.png
http://www.abload.de/image.php?img=pcars2012-07-1714-19-3tdww.png
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Poslednja izmena:
Nazad
Vrh Dno