m3gt2 thank you, and glad to see you here!
I accidentally messed up normals in some shaders recently, now, in .11, it should be fixed. About blinding lights from car behind, in .10, it should be different, now, range of light gets heavily reduced for all the cars far away (for performance issues and to stop objects in front of starting grids look like they’re going to catch on fire at any point).
Reshade doesn’t affect the color, it’s just that it’s still a proof-of-concept rather than a real mod, turned to look decent for that video with MX5. Later, when I’ll sort out performance issues and finish adjusting all the shaders, I’m going to integrate it in CM so CM would prepare actual light values based on car’s model, data, textures or cm_lights.json if found. But for now, everything is in very WIP state.
RicardoGomes hmm, are you sure it’s not in there? There was a problem when I cut down upper half for front lights and accidentally for brake lights as well, but I’ve fixed it in .9, now it seems fine to me. Or should I increase braking lights range?
Alfre try to rename dxgi.dll to d3d11.dll, maybe it’ll help?