Source
The source format for tracks and cars 3D data is a AC3D geometry data file .ac or Blender scenes .blend. Do not edit *.acc files!
Game
3D data for the game can be stored as a AC3D file .ac or as a ACCC compiled file .acc.
Information about tracks or cars are stored in a XML file.
Target Tris/Polycount
For cars the target polycount at the moment is from 8k to 20k tris.
It's obviously better to not waste polys where they are not needed.
Source
For artwork sources, please use Gimp layered images .xcf.bz2 and Inkscape .svg.gz files.
Game
Older game graphics use Silicon Graphics *.rgb image format. The prefered image format for the game is PNG. Large textures or preview images can be saved as a JPG with very high quality setings.
Important Pre- and Suffixes
n as a texture name suffix means no texture filtering for this texture, example: poutre_n.png
_arbor is a usefull suffix for transparent textures at tracks like trees or fences, example: tree1-forest_arbor.png
WI prefix mainly used for cars to render transparent images (like windows) at last, example: WI_glass-door.png
Supported audio format is .wav for Sounds and .ogg for music.