Cones, cones, and more cones.
AI driving on the newest version of Sebring.
Doors can now open in the showroom.
A Porsche, a new grass material, a brand new hairpin with the sausage curb and all.
The iconic start/finish line has also been created.
Old version of the hairpin modeled, hotel parking lot modeled, and lots of holes filled in.
Stereo and mclarenf1papa have been working hard on making Sebring less of an eyesore, and a better driving experience, over the past few days. During this process, switching from the Blender .kn5 exporter to the official SDK, implementing new types of texturing and materials (notably "Multilayer"), and making the physical surfaces more accurate to real life.
Along with a brand new texture, variation of colors is being implemented on the concrete.
First ingame export from the editor.
For the first update in a long time, speedpn has resumed work on the Audi R8 GTD, currently on the interior.
Taillights have been remodeled and will receive textures soon. Shader settings are also being updated to be more in line with AC V1.0RC. These will be included in the next update.
The cockpit's 3D model is nearing completion.
Our release of the Corvette DP will come as soon as new sounds can be implemented for it in Assetto Corsa V1.0 Release Candidate. A patch for the car may come soon utilizing Kunos's BMW Z4 GT3 sounds, as well as utilizing the new physics features of AC V1.0 RC.
Shader updates may come as well.
New physics and sounds test.
Headlights started (as well as some smoothing) for the 911 GT America.
Getting closer to first ingame test.