Kamis, 30 Maret 2017

Under The Hood #2: Assets


Hello, Truckers!

After some time we’re back with the second article from the series “Under the Hood”. The first one was about how we do the initial phase when we start to work on something new, about research. As you could read in that blog post, the research phase is really important and deeply connected to every other step that comes after. But what comes next? What’s the next step after we gather enough information about the new things we’d like to implement into our games? Well, let’s imagine a situation once again. You’re part of the SCS Software team of designers and you’ve just finished the research phase about a new state which is going to be created for Euro Truck Simulator 2. You have all you need to know about the lands, the vegetation, the architecture, economy, traffic rules, laws, landscapes and so on. You’re able to start creating the new part of the map right now, so you start with the roads and everything is just fine until you came to the point where a specific city, house, point of interest, landmark or something like that should be placed. And you don’t have any model, prefab or asset for that. So what will you do? Who will help?

And that‘s what today’s article is going to be about: The Assets. So just like last time, sit comfortably, sip your tea or coffee and dive deep into this blog post if you want to know something about the environmental models with which we’re filling the in-game zones.



SO MANY COUNTRIES, SO MANY CUSTOMS


The mentioned and imagined situation above is quite misleading. In fact, we usually do the whole models thing a little differently to save some time; or rather to prevent wasting any of it. When we’re done with the research phase and we have everything we need to know about the new state, we move onto discussions about whether or not we have enough material for it. And this time it’s discussions such as if we already have some models of buildings which fit into that zone, if we have vegetation which looks similar enough according to the trees and plants which truly are in the upcoming lands, if we have models for bridges, railway stations, company depots and basically everything else that we’re going to build. Sometimes we do, but more often we don’t. You know we could use all of the previously created models and it would be heavenly easy for us, but the final look of the new content wouldn’t be good enough. And that’s something we won’t let happen. We want to keep everything in high-quality standards even if it means we’re going to need a lot of new models and assets. And you can believe us, in most situations it does. But that’s nothing so surprising, right? It’s pretty obvious that new and different zones create requirements for new and different models as there are different architectures, vegetation, roads, markings, traffic signs and so on...


EVERYTHING IS CONNECTED TOGETHER


And that’s when our team of assets makers, 3D & 2D artists comes to the scene. After we decide and create a list of newly needed models, our team starts working on them really hard and tirelessly. But how are they doing it? What software do they use? According to “what” do they make the models? Well, as you probably already know and as was already mentioned a few times, everything is connected to the research phase. So once again it’s about material gathered from the pictures, scans, satellite photos, videos, feedback or using applications similar to “Streetview”. These things serve our assets team as a template and they recreate the models according to reality as much as they can. If you want, you can imagine it like this: a member of this team wants to make some unique landmark, he/she takes all relevant information which we’ve gathered about it, starts some 3D/2D software application like Maya, Photoshop, Blender Tools etc. and recreates it according to the representative exemplary in three different, but continuous stages: placeholder, prototype and final. Placeholder is a stage where the future model or asset doesn’t have any higher detailed parts or textures, just the requested size, and initial shape. After this comes the prototype, which is a more processed and shaped piece of desired content, but still without any textures, colors or details. And at the end, the final and requested piece of the in-game world is made with the definitive look, size, shapes and details. It sounds quite easy in this way, right? But be sure that what’s easy to explain in words, is in fact a little bit harder in deeds. Well ok, it’s quite a bit harder than that.

THINK FOR THE FUTURE


As you can imagine, there are some restrictions and limits which our designers must keep in mind during the whole process of new models/asset creation. While a world full of highly detailed models, objects, animated people, parked cars and everything else would be amazing, in the scale level of our map that we want to keep to, it wouldn’t be very well optimized and it would cause huge performance issues for the PCs of our players. And we still want to create games available for a wide range of hardware components and PC setups. It’s finding the right balance once again. As we’re trying to develop a trucking simulators which are mostly similar to reality but of course still enjoyable to play, we’re also doing our best to put in as strong visuals & graphics as possible, but still, keep our games playable even on older PC setups or laptops with older, less powerful hardware. But on the other hand, we also have some really useful and in our opinion great tricks for making the final look of our models and assets as good as possible. For example, something we call interior shader. This is a feature, which makes some of the buildings/shop’s interior looks like it’s moving a little bit as the player drive among them like they have real depth with realistic looking shadows. Or our method of motion capture used for the animated models of pedestrians which we’ve started to use recently. But those are topics for more dedicated articles, so we’d like to keep it unrevealed for this time.


To achieve this purpose, we need to find the right creation process for everything new for our games. Need some simpler examples? Well, you can imagine the process like this: Our team of models/assets designers gets the list of objects, vegetation, houses, buildings and so on which are going to be needed in a new zone/state creation. And they also get info about which of these models are going to be used in which places so they’re able to decide, which of these models need to be created in the highest possible graphical detail, because they’re going to be placed very close to the roads which will be directly accessible for players, which of them could be done in a ‘medium-detailed’ quality, because they’ll be used as landmarks or as scenery far away from the player’s truck positions, which of them could be done with some ‘LOD’ options (LOD – ‘Level of Detail’ – options, which change from low-detailed to high-detailed as the player is approaching closer to them) and so on. To describe these processes to the very fullest details, it’d make this article as long as Route 66 (or a little bit shorter), but we hope you can imagine its core pitfalls. But these optimization problems are not the only possible issues and restrictions which our designers need to bear in mind. As they’re doing their best to capture the real look of new assets, they also need to create them in the right scale if it’s at least a little bit possible. It includes the right sizes of any windows, doors, corners, railings, fences, barrels, pallets, cars, moving models of people, signs, poles and simply everything they’re going to make from scratch. However, sometimes the scale of our in-game worlds doesn’t offer us enough space or possibilities to recreate everything perfectly matched with reality. Also, we can’t forget the fact, that a model can’t contain any sign, trademark, logo etc. of real companies except for those which our company has licenses for this purpose.

But you know, most of our designers and 2D/3D artists have a big passion for video games and huge imaginations along with their vision and sometimes really good but little bit weird ideas too. So it’s quite common, that most of them would like to somehow leave their mark in the in-game world. Hence our most receptive fans may already have found some of the small Easter eggs, references to something well-known or hidden messages, anagrams, and marks of our designers. Want some examples? Well ok then. What about taking a look at billboards in the bigger cities like Las Vegas? The faces there may look unfamiliar to you, but some of them belong to our colleagues. Or did you already find the recreation of the famous building from Alfred Hitchcock’s movie Psycho? What about the big yellow duckling on the river, hauled by boats? Woman sitting and relaxing on a branch up a tree in the park?


Does it already sound like a quite difficult task? At the beginning of this article, some of you may have thought it’s only about creating some house or sign in some 3D modeling software and it’s done, but that is far from the truth. And now imagine the next part of this whole process. Once the new models/assets are done, they’re provided to map designers who need them for the new zone/state creation process. But as this process continues, sometimes our map designers discover that the models don’t fit their exact needs, in the exact places required. We’re going through three different phases (as written above) of their creation to avoid these situations but we’re only humans who make mistakes from time to time. Even when we do our utmost to prevent the wastage of any time, money or energy from each other. When an issue like this appears, our map team gives these models back to the asset designers with kind words that they’d like to have them a little bit longer, smaller, brighter, darker, bluer, less green and so on and so forth. Hence you may already feel the possible frustration of these situations, they sometimes require some highly diplomatic negotiations and finding the right compromises between our map and assets designers.

SOME USEFUL TRICKS


But to be 100% honest and fair, we should also mention a few tricks and ways which make this whole process easier for our team of assets designers. Thanks to the fact that our company has focused on trucking simulators for a few years now, our team have already gathered some much-appreciated experience. As was already mentioned above, sometimes they’re good to go and use some older models from a different zone to save some of their time or, as is more often, they’re able to take some older model, or if you want some models which are in a semi-completed state, and make a new and needed one from them. For simplified example, they have some prepared model of a house, which is in, let’s say, a bare square and then they can attach some other models to it, as could be for example some of the extra floors, garage, garden, fences, alcoves etc. and then make a whole model or new object from it. Like a jigsaw puzzle or block building kit. Thanks to these prepared models, we’re able to create for example buildings for motels in familiar styles, but different sizes, shapes and with different adjustments like gardens, fences, garages etc. While these tricks and ‘magic’ save some time, we’re still more often making new models from scratch. But we believe that it’s good for our games. You know, when you need to take special care for most of the new models/assets, the final look of the new content will surely be worth it.


PLEASE STOP, MY EYES ARE BURNING!


That would be enough for today. It’s quite a long article already and we still have something more from the realm of asset/model making to share with you. The whole process of making new content for any game is something which shouldn’t be placed in one longer blog post.

So, if you like this topic (we hope you do), you can look forward to the next article from the “Under the Hood” section, because it’ll bring some more info about models. Maybe about the vegetation system which we’re using in our games? Or maybe something about the wide realm of traffic signs? Vehicles? Who knows… Which of these should be covered next? Let us know in the comments section down below, along with your opinions about anything else, but as always, please, keep the comments polite, constructive and civil.

Thank you for your time, see you next time when we’ll look together at something else hiding “Under the Hood”.

Kamis, 23 Maret 2017

Game Updates Arrive Today!

The wait for the final version of the 1.6 update for American Truck Simulator and 1.27 update for Euro Truck Simulator 2 is over! We want to thank all of you who contributed to our open beta test with bug reports, feedback, and suggestions. Updates for both games are available via Steam now.

MAIN FEATURES

  • [ETS2 only] Country Specific Police Cars AI
This update brings a new element which synchronizes the game with ATS - cop cars in traffic. Police cars have a unique look for each country.



  • [ATS only] Weigh station pass device
The windshield-mounted box expands situational awareness for those who prefer to switch off all user interface elements for an immersive experience. It works the same way as the weigh station functionality which is a part of the on-screen Advisor "widget".



  • Trailer Liftable Axles
  • Differential Lock
  • Adaptive transmission modes (power, normal, eco)
  • Improved engine simulation model (friction, braking, consumption)


MINOR CHANGES

  • [ETS2 only] Volvo with Allison gearbox can shift up over 4 gears.
  • Air pressure simulation improved (pressure buildup, cut-off sound, application pressure).
  • Coin sound tweaked.
  • FOV range increased to 40-120 degrees in adjuster.
  • Engine brakes set to 3 positions (as most current trucks have). One-key-hold control will use full strength still.
  • If engine brake toggle input is not assigned, increase/decrease engine brake inputs work similar to retarder (in range from 0 to maximum).
  • Multiple fueling points on gas stations.
  • g_force_economy_reset flag is disabled after economy reset.
  • Transmission input shaft simulation (double clutch).

MODDING INFO

  • Single "overrides" (forced default) rule can be used instead of defaults-suitable rule pair across linked accessories.
  • All pressure units set consistently to bars (data, animation, dashboard UI).
  • Nominal air_tank_pressure value added to chassis data.
  • Changed interior animations: all air, oil and brake pressure (gauges, indicators).
  • New interior animation: trailer axle lift (indicator), differential lock (button, indicator).
  • New engine data: resistance_torque (measured at 2000rpm).
  • Coin sound made moddable in the same way as other sounds (through ogg file).
To get the best advice about modding either game check our modding wiki.

WORLD OF TRUCKS

  • Connecting DLC's owned by the player to his World of Truck account to make the content available for all World of Trucks features.

Jumat, 17 Maret 2017

St. Patrick's Day

Today is a special day for our games' fans with Irish descent. Occassionally, we update older content in our games, and we decided to revisit the Irish Paint Jobs Pack for Euro Truck Simulator 2. We have added a few cabin decorations to the DLC, hoping that this free little gift for all owners of the paintjob set may make their March 17 a tiny bit better.


Your game installation on Steam will be updated with the new cabin toys automatically if you have the DLC already. If you tend to wear green on this day and still don't have the DLC, you may appreciate that it is now available on Steam Store at reduced price.

Rabu, 15 Maret 2017

Sound recording - SCANIA S and R

We are hard at work on the 3D models of Next Generation Scania S and R trucks. There is still a ton of work left for the two-person team responsible for the interior and exterior of the vehicle, but we are seeing solid progress. In a previous blog post, we have covered the process of 3D scaning and photogrammetry, performed on a research trip to Scania Demo Centre in Södertälje, Sweden. But looks is not everything. In recent days, a small production team set out to record the truck sounds, and to photograph additional specific details of the cabin interior. Our thanks belong to Scania Czech Republic based in Chrášťany near Prague, who let us play with Scania’s new trucks range for 2017 models - V8 S580 and R450. We took four days in total for the sound recording sessions, so you can imagine that it was rather thorough.


We recorded sounds on eight microphones simultaneously. A vehicle's sounds are recorded at once for interior as well as for selected exterior areas and important mechanical parts. We go through various driving modes and workloads to get a wide range of authentic data. We typically dedicate 3 microphones just for the engine compartment, to make sure we acquire the distinctive full sound. More microphones are reserved for the chassis and exhaust. In total, we are talking some 50 GB of raw data in 8 tracks for each vehicle.



In addition to comprehensive sound sets for both S and R models, we also focused on photographing dozens of detailed photos, which will be handy for our vehicle department. For this purpose we had a fat list of items prepared by them for what needed to be further documented. The details were then photographed during breaks in the recording sessions.




Selasa, 07 Maret 2017

Euro Truck Simulator 2 Update 1.27 Open Beta


Today is the day to start 1.27 Update Open Beta. It took us a bit more time than we anticipated to get the release prepared; we have been busy addressing problems reported during ATS Open Beta. Most of them would also be manifested in the ETS 2 builds, and it makes little sense to release anything with known issues.

No need to write about the Liftable Trailer Axles once again, but if you've missed it, you can find our previous mention about it here.

The fans who have already experimented with ATS Update Open Beta would of course already know about the differential lock that's coming with this wave of updates. This feature allows you to lock/unlock the differentials on the truck's wheels, to avoid wheelspin. It becomes quite handy in situations where you're hauling some really heavy cargo on an uneven road or unstable ground. The difference with differential lock on is very obvious and can save your day. We were testing it with really heavy trailers on dirty roads from the bottom of the biggest mines to the top.

This new feature is by default set to hotkey V, but keep in mind that you can turn differential lock on only when the truck is not moving fast.


For ETS2 specifically, the new version updates one element that brings the game in sync with ATS - cop cars in traffic. Police cars have unique looks for each country. It's not about just changing the colors or a texture on the same car model. We've created specific car models which we consider typical or representative for each country. They can give you fines, but they can do it only in the state where their jurisdiction belongs. So, if they happen to be lured outside of their homeland to another country, they can't take any of your hard-earned money anymore. But still, better take your feet off the pedals and obey the traffic law, because there are new sheriffs in towns!



Enough chit-chat? Ok. Here comes the full list of changes:

MAIN FEATURES

  • Country Specific Police Cars AI
  • Trailer Liftable Axles
  • Differential Lock
  • Adaptive transmission modes (power, normal, eco)
  • Improved engine simulation model (friction, braking, consumption)
  • Transmission input shaft simulation (double clutch)

MINOR CHANGES

  • Volvo with Allison gearbox can shift up over 4 gear.
  • Air pressure simulation improved (pressure buildup, cut-off sound, application pressure)
  • Coin sound tweaked.
  • FOV range increased to 40-120 degrees in adjuster.
  • Engine brakes set to 3 positions (as most current truck have). For one-key-hold control you can still use full strength.
  • If engine brake toggle input is not assigned, increase/decrease engine brake inputs work similar to retarder (in range from 0 to maximum)
  • Multiple fueling points on gas stations
  • g_force_economy_reset flag is disabled after economy reset.

MODDING INFO

  • Single "overrides" (forced default) rule can be used instead of defaults-suitable rule pair across linked accessories.
  • All pressure unit set consistently to bars (data, animation, dashboard ui).
  • Nominal air_tank_pressure value added to chassis data.
  • Changed interior animations: all air, oil and brake pressure (gauges, indicators)
  • New interior animation: trailer axle lift (indicator), differential lock (button, indicator)
  • New engine data: resistance_torque (measured at 2000rpm)
  • Coin sound made moddable in the same way as other sounds (through ogg file).

WORLD OF TRUCKS

  • Connecting DLC's owned by the player to his World of Truck account to make the content available for all World of Trucks features.

During open betas, we are operating a dedicated alternate site for World of Trucks, which is used to safely test all new features. Please visit World of Trucks Open Beta web for more information. Also check our modding wiki too to get details pertaining to mods for the game.

If you wish to participate in the open beta, you can find this version in public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right click on Euro Truck Simulator 2 → Properties → Betas tab → public_beta → 1.27 public beta. No password required.

Just as with the previous Open Beta releases - please keep in mind that this is still only a beta version of the update! You may experience instability and/or bugs and kinks. It’s completely okay if you want to wait for the final release. But if you are interested in providing feedback at this stage, be sure to let us know on our forum. We appreciate all your feedback immensely.

Senin, 06 Maret 2017

Raven Truck Design Pack

A long time has passed since Polar Express Holiday Event 2014. Tons of people participated in it, and we distributed over 30 thousand free activation keys of Raven Truck Design DLC as a special reward. We made this DLC exclusive for the event, there was no other way to obtain it or purchase it.

Ever since then we keep receiving a lot of messages, questions, suggestions, pleas and wishes from our community from all corners of the world to make it available for everyone. It looks like the Raven Truck Design DLC is really desired among the game's fans.


So after two years, we have now decided to make this pack available for purchase. First though, we felt that we should revisit it and spice it up with additional goodies. The DLC was silently updated with new tuning parts a couple of weeks ago, to give the current owners a little bit of exclusivity to enjoy the new tuning options. Today, we are releasing Raven Truck Design DLC on Steam for everyone who is interested in getting it.

The new stuff in the DLC includes new cabin accessories - Raven Art Figure, Raven Emblem LED, Raven Wings LED, Raven Emblem, also new front & rear rims - Raven Revolution and Raven Claws, and a new paint job: Corvus Ex Machina.


Of course the content which has been included since the original release is still there - Raven hubs, nuts, rims and two paint jobs: Golden Raven and Raven Custom.


We hope those who earned the DLC during the event will gladly welcome new things for free, that they will feel rewarded once again. And for those of you who have desired this DLC so long, but missed the opportunity to win it during the event, we hope that you appreciate the possibility to finally get it now at this link.

Jumat, 03 Maret 2017

Community's Driver Seats

Recently, we've asked our fellow truckers via our Facebook profiles for ATS and ETS2 to share photos of their cool little places for relaxing and virtual trucking with us. We are always curious and excited to see the various unique gaming setups that passionate game players can come up with to enjoy their favorite truck sims.

And we must admit that you've really amazed us! We've got a lot of photos from you and all of them are awesome and very interesting. So big thank to you for sharing them with us! Also thank you for the very kind communication that was started with many of you on this topic, it was really cool to have small chats with you to learn more about your sanctuaries where you can relax and haul some cargos in ATS or ETS2.

The number of photos we have received from you is so high that it's not possible to put them all in one article on our blog. We were granted permission to show the photos from many of you, but we had to pick only a small subset. So we've chosen some of the most creative (by our personal opinion anyway) which you can see below. We will be picking some more in the future, so we'll be happy for more submissions. More driving rigs may also appear from time to time on our Instagram profile.














Thank you once again, keep on trucking and have a great time!

Rabu, 01 Maret 2017

American Truck Simulator Update 1.6 Open Beta

We are ready to start public testing of a new Update for ATS today. ETS2 Open Beta should follow later this week.

After rescaling the ATS world in 1.5, we have focused on driver experience improvements in this update. 


We have already mentioned liftable trailer axles in a previous blog post. Weigh station pass device is another little "cabin toy" that's a part of a trucker's life, so we felt that it should be brought into the game.

This update also improves simulation of a vehicle's engine internals. There is more attention now on varying performance of different configurations, we have enhanced adaptive transmission modes, and also added the differential lock, which may be handy on uneven surfaces. Additional improvements to vehicle behavior include air brake simulation tweaks, also engine brake input in certain situations has been changed. We have also increased the range of available FOVs for multi-monitor setups.

About the weigh station pass device:

The box is mounted on the windshield of the truck. In the game, it works the same way as the weigh station functionality that's a part of the on-screen Advisor "widget." For players who prefer to switch off all user interface elements to get a more immersive experience, they will now have the visual cue to know whether they need to either complete the weight check or whether they can bypass it.


List of features included in ATS Update 1.6:

MAIN FEATURES

  • Weigh station pass device
  • Trailer liftable axles
  • Differential lock
  • Adaptive transmission modes (power, normal, eco)
  • Improved engine simulation model (friction, braking, consumption)

MINOR CHANGES
  • Air pressure simulation improved (pressure buildup, cut-off sound, application pressure), working air pressure values fixed
  • Transmission input shaft simulation (double clutch)
  • Coin sound tweaked
  • Field Of View (FOV) range increased to 40-120 degrees in adjuster
  • If engine brake toggle input is not assigned, increase/decrease engine brake input work similar to retarder (in range from 0 to maximum)
  • Tuned wheel noise to be more noticeable with loud engines
  • Multiple fueling points on gas stations
  • g_force_economy_reset flag is disabled after economy reset

    MOD
    • Single "overrides" (forced default) rule can be used instead of defaults-suitable rule pair across linked accessories
    • All pressure unit set consistently to bars (data, animation, dashboard UI)
    • Nominal air_tank_pressure value added to chassis data
    • Changed interior animations: all air, oil and brake pressure (gauges, indicators)
    • New interior animation: trailer axle lift (indicator), differential lock (button, indicator)
    • New engine data: resistance_torque (measured at 2000 rpm)
    • Coin sound made moddable in the same way as other sounds (through .ogg file)

    WORLD OF TRUCKS

    • Connecting DLC's owned by the player to his  World of Truck account to make the content available for all World of Trucks features.

    During open betas, there is a dedicated beta site for WoTr, which is used to safely test all new features, please visit World of Trucks Open Beta web for more information. Also check our modding wiki too to get details pertaining to mods for the game.

    If you wish to participate in the open beta, you can find this version in public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right click on American Truck Simulator → Properties → Betas tab → public_beta → 1.6 public beta. No password required.

    Just as with the previous Open Beta releases - please keep in mind that this is still only a beta version of the update! You may experience instability and/or bugs and kinks. It’s completely okay if you want to wait for the final release. But if you are interested in providing feedback at this stage, be sure to let us know on our forums. We appreciate all your feedback immensely.