# Stock garage source-pack refresh, r424

The XP guest is not used for rendering. I extracted the 29 playable cars'
`GEOMETRY.BIN` and per-car `TEXTURES.BIN` files, plus the shared
`CARS/TEXTURES.BIN`, from the read-only base disk into
`reverse-engineering/source/pc-install/CARS/`. The installed 240SX geometry
and texture hashes match the previously recorded source hashes.

I rebuilt all 29 stock garage GLBs from those extracted files and the matching
`GLOBALB.BUN`. The resulting exports were byte-identical to the existing
garage GLBs for 28 cars. LANCEREVO8 gained one image: its stock geometry uses
texture key `0xa2a8f605` for a `chrome_vehicle` material, and that key exists in
the shared car texture pack. The exporter now resolves the pack in addition to
per-car textures and GLOBALB. The new Lancer GLB embeds the `CHROME` atlas;
its size grew from 1,228,520 to 1,292,108 bytes. The source material is trim,
not the unresolved `paint_body` or glass state.

This confirms the neutral body color is not caused by the garage exporter
skipping a shared body-paint bitmap: the shared pack has no stock body-paint
key. The currently loaded 240SX and Lancer bodies remain flat because retail
body paint is supplied through runtime state. The image below is a host Chrome
WebGL drive capture of the updated Lancer, not a screenshot of the retail game.

- [Host Chrome Lancer drive capture](../webgl-city/review/images/563-r424-lancer-stock-drive.png)
- [Player paint/runtime-state audit](player-paint-live-render-audit-r419.md)
