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Real Racing 3

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See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of March 20, 2026) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Title Screen

Real Racing 3

Developer: Firemonkeys Studios
Publisher: Electronic Arts
Platforms: iOS, Android, Blackberry
Released internationally: February 28, 2013 (iOS/Android), August 28, 2013 (Blackberry)


DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
[1] and [2] might help expand the site. + List the NASCARs and Holdens

Real Racing 3 is a racing game on iOS and Android that's most notable for being one of the most competent non-arcade racers that can be had on a phone in 2013.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Revisional Differences

Replaced Music

In the Formula 1 Update, the licensed soundtrack was replaced by an original composed score by Ryan Kurt.

Tutorial Race

The 997 GT3 RS used in the tutorial was changed to the 992 GT3 after the latter was added to the game.

Development-Related Text

Animations.txt

Notes about using and making animations.

; Animations file
; =============================

; Format:
; <png name> <Direction> <Anim type> <Frames> <Time>

; png name: The name of the png to scroll

; <Direction>
; This represents the direction of the frames, both primary and secondary
; Must be a combination of [LR, RL, TB, BT]
; LR = left to right
; RL = right to left
; TB = top to bottom
; BT = bottom to top
;
; eg LRTB: frames go from left to right then when it gets to the edge goes down to the next row

; <Anim type>
; The type of animation, must be one of [S, J]
; S = Scrolling, the image will scroll smoothly between frames, this only works properly with single row or single column textures
; J = Jumping, the image will jump from one frame to the next

; <Rows and columns>
; Two numbers representing rows and columns consecutively
; - If this is set to 1 1, the whole texture will be shown on the mesh.
; - If either of these values are greater than one, the image will be divided into that many parts.
;   For example if rows was set to 2 and columns to 1, the image would be divided into 2 halves
;   and you would only see half of the image at a time. If the animation type was set
;   to J (jumping), the animation would jump from the first half to the second, and if
;   it was S (scrolling) the animation would scroll smoothly between the 2 frames.

; <Time>
; The total time (in milliseconds) taken to complete an animation cycle
; Keep in mind that due to the precision of values in the code times that are not a power of 2 may
; lose a small amount of accuracy.

; NOTES:
; - Any line starting with a ";" is a comment
; - All of those flags must be there for each png listed.
; - Make sure that the UV coords for each animated texture are either 0 or 1.
;   Which basically means that in max you'll see all the frames on the mesh at once,
;   and that they'll be squashed up. This allows us to easily add/remove frames later
;   simply by changing the 'rows and columns' attributes.

; WARNING!!! The following information is probably out of date.
; *** IMPORTANT ***
; In motorway, you can load an instance file and turn textures on to view the animations
; before they go in the game. There's a "Reload Animations" button in motorway which
; allows you to edit this file, and then reload the animations to see the changes
; instantly.
; One thing to be aware of however, is if you do change the animations after you've
; already saved some M3G's that use those animations, YOU MUST RE EXPORT THOSE M3Gs!!!
; This is because this animation file is loaded whenever an ase is loaded, and the UV
; coords inside the model are changed based on this animation data.

Unused Cars

There's a file called CCSeedData.bin which acted as a database for cars and races for a few months after the game's launch. A large amount of unused cars are mentioned in text only (including cars that were originally cut but came back in later updates), which includes:

RS_4
A4_DTM
A3
S3
CONTINENTAL_SUPERSPORTS_COUPE
SPEED_8_LE_MANS_CAR
CONTINENTAL_GT_SPEED
Z4_M_COUPE_RACE_CAR
COBALT_SS
CAMARO_ZL1
CORVETTE_ZR1
CAMARO_GS
CORVETTE_C6_R_GT1
VIPER_SRT_GTS_R
CHARGER_RT
CHARGER_SRT8
FOCUS_ST_R
APOLLO_S
S2000
NSX_R
EPSON_HSV_010_GT
WEIDER_HSV_010_GT
RAYBRIG_HSV_010_GT
KEIHIN_HSV_010_GT
ARTA_HSV_010_GT
MURCIELAGO_LP670_4_SV
IS_F
LFA
WEDSSPORT_ADVAN_SC430
KEEPER_KRAFT_SC430
DENSO_KOBELCO_SC430
ZENT_CERUMO_SC430
ENEOS_SUSTINA_SC430
MX_5_GT
RX8
MP4_12C_GT3_RACE_CAR
SLS_GT3
SL_65_AMG
SLS
UPSTART_MOLA_350Z
MOTUL_AUTECH_GT_R
DSTATION_ADVAN_GT_R
S_ROAD_REITO_MOLA_GT_R
CALSONIC_IMPUL_GT_R
GOLF_GTI
SCIROCCO_R
GOLF_R
PETRONAS_TOMS_SC430
CAMARO_SS
STINGRAY_427
CAMARO_SS_67
STINGRAY_427_69

Note that anything after the Golf R was supposed to be in the American Muscle Update.

Another file, specifically in the 1.0 version, carappearances.appearances, cars that were originally unused are mentioned, with some being added in later updates, while some weren't used at all.

2008_mazda_mx5
1971_nissan_240z
vw_gti
chev_camaro
2012_audi_rs4
2009_chevrolet_cobalt_ss
2009_chevrolet_corvette_c6r_gt1
2012_bugatti_veyron_ss
2012_gumpert_apollo_s
2012_lexus_isf
2012_lexus_lfa
2008_vw_scirocco
2007_audi_s3

Unused Car Brands

Logos for Caterham, Lotus, and Volvo exist in version 1.0, however, due to licensing issues, they weren't present in the final game. As of 2025, however, Caterham and Lotus made it to RR3 while Volvo still hasn't. The Volvo logo can still be found in the latest version, however.