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Since the release of Euro Truck Simulator 2 and American Truck Simulator, the processing power of personal computers has made some serious advancements. In turn, we've continually brought updates to both our titles to introduce new technology and techniques, which has allowed us to introduce higher levels of visual fidelity to our content. One such rework that has been happening over the last couple of years is the 'reimaging of legacy assets', which aims at enhancing the quality and optimization of game models that have started to look outdated and inconsistent with newer additions. The project team consists of two people, Pavel C and Robert P, both of whom we've had the pleasure to talk to about this project to share with you today. We will let them introduce themselves! "My name is Pavel C. I've been working at SCS Software for about three years as a 3D Graphics Designer, and I am involved in reimagining legacy assets for our title American Truck Simulator and its DLCs." "My name is Robert P, and I've been working as a 3D Artist at SCS Software for over three years. I've contributed to several DLCs, including Texas, Oklahoma, Nebraska, and Arkansas." So, what is the goal behind this project? "Our goal is to create models that not only look realistic but are also well-optimized," Robert explains. "Many of the assets, although well-made, have started to show their age—especially those in use for nearly a decade. As technology advances, there’s an increasing demand for optimized assets with higher levels of visual fidelity." Beginning a project like this can be quite challenging, especially on such a large scale, Pavel adds. "Initially, we faced many challenges as we realized we couldn’t rely on our current tools and technology for this project. We therefore had to take a different approach and develop a new workflow, often involving multiple programs and new techniques. Our focus was on finding the shortest path to the best results." "The initiative to give our older assets a ‘facelift’ began about two years ago. Since then, we’ve organized the project and started creating newer versions of assets commonly used throughout the game world," Robert shares. So, what is the process behind reworking older assets, and which programs are involved? "We start by analyzing the current models and planning each rework. Each asset needs to be recreated with high visual fidelity while being optimized for performance," Pavel says. "First, we analyze the assets we have and consider what can be reused." Robert adds, "Though most assets need to be remade from scratch." The next step is gathering references, which we either handle ourselves or, if the task is large, assign to our Research Department. We then design a new logic for the asset, focusing on how it will be used and how convenient it will be for Map Designers to incorporate. Pavel explains further, "We prioritize based on each DLC’s needs and the current state of existing assets, actively collaborating with other teams to ensure consistency across projects." "We have a list of assets in need of replacement, with priority given to those required for each new DLC. Many custom depots themed for various industries are being created, and during discussions on populating them, we often identify assets in need of a remake. We work with the Map Designers since they are the ones who will place the assets into the game world. They have valuable insights on which assets are effective and easy to use versus those starting to show their age. We work closely with the Research Department, which helps us gain insights into real-world functionality to enhance the player experience and make it even more immersive," Robert explains. "We also collaborate with external partners, like our friends at 60FPS, to manage the workload of creating numerous new assets for each DLC". So, what challenges do you often encounter on this project? Pavel responds, "A common challenge is achieving high visual quality while keeping hardware requirements low. We aim to strike a balance between quality and optimization, which involves many iterations and testing various techniques. This is simply part of game development." Robert adds, "Primarily, it’s dealing with outdated technologies. Many workflows that were standard just a few years ago are becoming obsolete, so it's up to us to find an optimal workflow for each asset." As mentioned earlier, multiple programs are used for this project, and Robert goes on to share more about them. "Our primary software is Autodesk Maya, which we use for most of our modelling, organization, and exporting to the engine. We also use a variety of other tools, such as ZBrush for virtual sculpting, Marmoset Toolbag for mesh baking, and the Adobe Substance suite (Painter and Designer) along with Adobe Photoshop for texturing." "Modern tools and fewer limitations allow us to make new assets more detailed and varied, avoiding repetition while staying faithful to real-life references. This enhances the overall immersive experience for the player." Pavel adds, "Better quality and optimization mean that players can enjoy a smoother and more visually appealing experience. Details such as refined textures, optimized geometry, and LODs (Levels of Detail) contribute to a more realistic environment." "It's an interesting learning experience to work with both traditional and up-to-date workflows simultaneously." Robert shares "We compare the strengths and weaknesses of each and leverage the best aspects of both. It’s never the same; each asset feels unique and requires individual attention, bringing new challenges with each DLC. These assets are also used in reskins and redesigns of older areas of the map, so even if you don’t play the newest DLC, there’s a little something for everyone". So next time you drive by some bales of hay or a stack of pallets, we hope you can appreciate a little more the work behind that asset. We'd like to thank both Robert and Pavel for taking the time to share their work with us, and for providing detailed information for this Under the Hood Blog! If you enjoyed today's blog, be sure to leave a comment in the replies or on our social media channels, we'd love to read about it! Until next time, keep on truckin'. View the full article1 point
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Are you ready to ride through the land of legends, heroes, gods, and myths? Mark your calendars and get ready to hit the road, because we're excited to announce that the... Greece DLC will be releasingon December 4th 2024 We're just as excited as you are, and to keep the anticipation going, we've released the official video trailer for the Greece DLC on our YouTube channel! Created by our talented Video Team, this trailer will give you a preview of the beautiful landscapes, natural gems, cities, islands, historic landmarks, industries and more that await you in this map expansion. Have a watch of it below! We cannot wait for you to embark on your first journey into Greece. Our team are working in top gear to ensure everything is running smoothly for its release. From bug smashing to putting in additional polish on the map, we're on the final stretch! There is so much to discover in this beautiful part of the world. If you missed out on any of our previous blogs showcasing the Greece DLC, we highly recommend checking them out! You can catch up with them all here! Ready to get trucking? There's not long to wait! In the meantime, be sure to add the Greece DLC to your Steam Wishlist! It really helps support our work and notifies you of its release. We thank you for all your support! We look forward to releasing Greece on December 4th, until then, keep on Truckin'! View the full article1 point
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It's been almost a year, and we're excited to bring you another Under the Hood blog about Custom Depots. In the previous blog post, we discussed the topic more broadly, but today, we're diving deeper to give you an inside look at the detailed work that goes into creating one specific type of custom depot - timber harvest sites! We first introduced custom depots in the Kansas DLC for American Truck Simulator starting with farming and agricultural sites. The custom timber harvest sites debuted in our newest map expansion for ATS, the Arkansas DLC. In this blog, we interviewed some of our colleagues who have put a lot of effort into bringing these depots to life. One of them is our Depot Producer, Veronika. Veronika - Depot & Asset Producer"Not all depots are custom-made by the map design team, but certain types are perfect candidates for something truly unique. You might wonder, 'Why timber harvest sites?' The answer is simple. These depots handle fewer types of cargo but accommodate various trailer types, and, most importantly, they're located far from cities and surrounded by breathtaking natural scenery. Map designers can create beautiful terrain with elevated forest roads, winding streams, and rugged rocks - all of which become part of the depot's core area. Don't believe me? Check out our first timber harvest sites in the latest ATS map expansion Arkansas," Veronika shared with us. As players may have noticed, we strive to include custom depots in new DLCs for both games. During the development of the Kansas DLC, we were already planning unique timber harvest sites for the forestry-focused state of Arkansas, with input from Eliška, our Map Economy Research Designer. Once we decided to move forward with this, we faced an important question: How do we communicate the specifics of the depot's design so that map designers can accurately create it? To tackle this, Veronika, Eliška, and the research team collaborated to create a detailed guideline based on both real-world examples and game mechanics. Eliška - Map Economy Research DesignerAs Eliška explains: "The key elements are the loading and unloading spots. Timber harvest sites feature four main areas tailored to trailer types in the game - logs loading, wood chips loading, a fuel unloading area, and spots for loading and unloading machinery and equipment on platform trailers. Additionally, our updated guidelines for future DLCs provides map designers with information on suitable assets, such as machinery from our Forest Machinery DLC or design inspiration from real timber harvesting sites." Our colleague Jiří from the research department told us about other areas that are important for the immersive effect we wanted to give the players hauling into these depots and thus needed a lot of background information for the map designers to work with. Jiří - Researcher"We put great emphasis on the correct use of forestry techniques and realistic representation of trees and ground surfaces. We try to make the players feel as if they have visited the forest in real life. So you can count on finding just the right kind of trees or shrubs in a given location. My colleague Petr and his team have also analyzed the surfaces of forest paths and types of forest structures such as bridges to make the journey to the forest depot interesting. The list of forest equipment in our game is already extensive. However, we try to keep it as close to real life as possible and are constantly adding new machines and upgrading old models. It is essential to teach fellow map designers working on the depot what the machine is used for and how to use it in the map. For each machine, a description including photos and videos from real operations was created," says our colleague Jiří. The author of the custom depot logic is our programmer Max who also told us a little bit about his work on this project. Max - Programmer"The most interesting task was the creation of a custom depot system itself. It is a system that allows using more flexible points and can stand in the game side by side with classical prefab-defined company depots and has its own logic and connection to game economy subsystems. But there will always be some minor tasks to improve and tweak - like adding new specific trailer types or other rules we might need in the future," Max told us. Map designers create the customs depots with separate models made by our assets team. We spoke with Rown, our 3D Artist, about his work on this project. You can read for yourself just how much effort went into creating the wooden piles alone. Apart from that, Rown also designed the workflow, created the logs' texture designs, produced most of the close-up textures, communicated with the materials department for successful texture completion, and did some bug fixing as well. Rown - 3D ArtistPaul - 3D Artist"While we had models from our previous map expansions, the scale of the tree harvesting industry in Arkansas required us to make a completely new set of models. These models are designed for players to drive around, deliver to the depots in their trucks, and watch the dynamic (un)loading feature. In total we've made over 11 unique piles of wood, each accompanied by different looks and variants resulting in over 84 possible combinations that the Map Designers and Animators could use to make our game world feel alive and unique. Since we had to do every model from scratch, it was a great opportunity to increase the visual fidelity of our wood industry-related assets in our effort to reimagine some of the game's more dated-looking assets," says Rown, who collaborated on this task with his colleague Paul. Paul also created single logs for the vehicles, and low-detail log backdrop models seen from a distance, addressed bug fixes, and provided feedback. The asset department also incorporated the dynamic cargo (un)loading feature by preparing the animated cargo loading space itself, as Lacky who worked on this specific task describes here: "I have prepared a small exported map for the map designers to ensure they don’t overlook any functional details, like maintaining the correct distance between the loader and the parking space. Map designers have placed this exported map directly at the specific parking spot where they want to load the wood, making it appear as a single asset for simplicity. Although it looks straightforward, it actually includes an animated loader, with the wood being loaded highlighted, and linked. This setup clearly indicates that it's an animated loading scene," he says. As we told you before, map designers then put these pieces together to create the final product. Our colleague Vopi gave us an in-depth description of the final creation of these timber harvest depots on which he had worked. Vopi - Map Designer"Designing custom timber harvests is a little different than working on other, more "rigid", custom depots where we usually have stricter rules based on a lot of research. With timber harvests, I could unleash my creativity a bit more, because I was working with natural features, and the sites themselves are not strictly defined. On the other hand, the lack of references about such places can make things difficult sometimes. That's where the guidelines from our economy research department comes in very handy," he says. "The creation process starts with choosing locations for the sites. I wanted to make each site distinctive and unique to drive through while respecting the local geography. Based on that, some sites are more hilly with challenging switchbacks, while others are more grid-like with long straight sections of dirt roads. A big part of these depots is the road layout, where I tried to implement a lot of elevation changes, switchbacks, and small bridges. The other crucial part is landscaping where I wanted to recreate various natural features like rocks, creeks, rivers, or far distant hills, which in the end make the whole scene unique." "Meanwhile, there is constant communication with the asset department and other relevant people. There are not many man-made structures in the forest, but these sites required a lot of natural assets, mainly a completely new set of log piles and other wooden debris, which would correspond with our new cargo as well as surrounding vegetation. We also needed a new road set with complementary materials, and quite a bit of harvesting machinery. Without all of this, the depot wouldn't be complete," Vopi shares with us. As with everything in our games, the last part before release is testing. We asked Michal, our ATS QA Lead about how he perceives this feature. Michal - ATS QA Lead"I enjoy working with my colleagues on the difficulty of delivering orders during the prototype phase so that more experienced drivers can enjoy the challenge too. I personally try out and give feedback on every new depot. In my opinion, custom depots is the best feature implemented and maintained in the game recently. Thanks to the very skilled map designers who put these areas together and the detailed information that our research team processes for them, we have managed to greatly enhance the experience of the backbone feature of our game, freight delivery. Custom depots differ from standard depots not only in size and number of load and unload points, but mainly in their uniqueness, which breaks the stereotype of standard depots. I would also like to highlight the excellent work of the asset team who refreshed the old log models to better match both the environment and the loads," says Michal. No detail is overlooked when planning the new DLC economy. Loading timber marks the start of the forestry industry chain in our game. For the Arkansas DLC, we've also introduced two brand-new depots: a paper mill and a sawmill, each available in multiple locations. Both are enhanced by our dynamic cargo (un)loading feature, supporting chip vans and log trailers for an even more immersive experience. "I hope players can now see how challenging it is to create even one of these new custom depots. It's hard work, but seeing our players' reactions to the final results and knowing our impact on the game as a whole is incredibly rewarding. Do you enjoy exploring these unique depot sites with us, too?" Veronika asks the community. So let us know below! We hope you have enjoyed and appreciated this look behind the scenes of our game development. If you like reading our blogs, make sure to stay updated by following us on X/Twitter, Facebook, Instagram, and YouTube where we always share the latest news and updates. Drive safe! View the full article1 point
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Sabreden derviş muradına ermiş Sonuna kadar hak ettin tebrik ederim1 point
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Saudações, caminhoneiros! O Torneio TruckersMP traz alguns dos desafios mais competitivos no ETS2, realizados em Haulie Island, nossa ilha personalizada! Esses desafios incluem a pista de arrancada, derrube o cone, pista de terra e, se você chegar às semifinais, o circuito de corrida! Neste ano, o torneio acontecerá nos dias 23 e 24 de novembro, então não se esqueça de marcar no seu calendário! Clique aqui para mais fusos horários. O torneio reunirá centenas de caminhoneiros competindo pelo prestigiado título dourado de "Campeão do Torneio 2024". Este evento é famoso por sua ação de alta velocidade, derrapagens, colisões, saltos e drifts. É algo que você definitivamente não pode perder! Para chegar a Haulie Island, você precisará pegar as conexões de ferry de Europort ou Hull. Não se preocupe, garantimos que o preço do ferry seja acessível para todos. O evento consiste em cinco rodadas distribuídas ao longo de dois dias, cada uma com um desafio único. A cada rodada, alguns competidores avançam enquanto outros infelizmente são eliminados. É obrigatório estar disponível durante todo o evento para participar! Quer participar do Torneio TruckersMP deste ano? Então não deixe de confirmar sua presença na nossa página do evento! Todos os resultados serão publicados em um tópico do fórum chamado Resultados do Torneio TruckersMP 2024. Os resultados podem levar até 10 minutos para serem exibidos no tópico do fórum. Dia 1 - Sábado, 23 de novembro Primeira Rodada O primeiro evento será de arrancadas, com oito jogadores competindo em cada corrida. Veja os requisitos e instruções para participar: - Esteja disponível a partir das 16:00 UTC. (A primeira corrida começa às 17:00 UTC). - Seja capaz de entender inglês (para ler as instruções do evento). - Conecte-se ao servidor TruckersMP Tournament 2024. - Certifique-se de que seu caminhão está abastecido, revisado e pronto para o evento. (Há um posto de serviço e combustível na ilha). - Encontre-se em Haulie Island usando as conexões de ferry de Europort ou Hull. - Entre na fila da pista de arrancada, seguindo as placas indicativas! Certifique-se de estar familiarizado com as regras do evento antes de participar! Na fila, oito jogadores serão selecionados (ordem de chegada) para competir em uma corrida. O número de classificados dependerá da quantidade de participantes. Por exemplo, se 432 jogadores competirem, apenas metade será classificada, ou seja, os dois mais rápidos de cada grupo de oito. Já se 216 jogadores competirem, os quatro mais rápidos de cada grupo avançarão. O máximo permitido é de 432 jogadores! Após todas as corridas, os 108 jogadores mais rápidos avançarão para a próxima rodada. Se você não se classificou, ainda pode ter uma chance! Caso um jogador classificado não apareça, selecionaremos aleatoriamente um reserva online. Segunda Rodada Se você conseguiu se classificar, esta é sua grande oportunidade! Prepare-se para o infame evento "derrube o cone", um teste supremo de velocidade e precisão de frenagem. Até onde você arrisca frear? Se você se classificou na primeira rodada, esteja online durante todo o evento, pois começaremos a organizar os participantes paralelamente ao primeiro evento. Aqui está o que esperar: Você terá apenas uma tentativa de prática para se familiarizar com a posição dos cones no final da pista. Seu objetivo é derrubar o cone da frente (marcado pela primeira linha branca) SEM derrubar os cones traseiros (marcados pela segunda linha branca). Se você derrubar os cones traseiros (ou cruzar a segunda linha), será desclassificado. O primeiro a derrubar o cone da frente sem tocar nos de trás será o vencedor! Dia 2 - Domingo, 24 de novembro Terceira Rodada - Quartas de Final O segundo dia começa na pista de terra, às 17:00 UTC! (O servidor abrirá às 16:00 UTC) Este ano, será necessário completar duas voltas na pista! O trajeto apresenta desafios como curvas acentuadas, colinas e terrenos difíceis de dirigir. Quarta Rodada - Semifinal Parabéns por chegar até aqui! Agora você terá a chance de competir no cobiçado circuito de corrida da ilha! Você correrá contra seis outros jogadores, com sua posição inicial sendo determinada pelo tempo de chegada na pista de terra. Os três primeiros de cada corrida se classificarão para a final! Quinta Rodada - Final Parabéns por chegar entre os seis finalistas! Esta é a última corrida da série. Você superou a concorrência (ou freou melhor que eles) e não sairá de mãos vazias! Sobreviva a esta rodada para ser coroado o Campeão do Torneio 2024! Não conseguiu chegar à final, mas quer assistir à grande decisão? Então acesse o canal oficial da TruckersMP no Twitch, onde a rodada final será transmitida. Recompensas Classificados Cada jogador classificado no campeonato receberá um prêmio único no perfil! Finalistas Se você ficar em 2º ou 3º lugar na final, não sairá de mãos vazias: - 3º Lugar: Cartão-presente Steam de 5 EUR + DLC de mapa à sua escolha. - 2º Lugar: Cartão-presente Steam de 10 EUR + DLC de mapa à sua escolha. Campeão do Torneio Ser coroado Campeão do Torneio 2024 também garantirá os seguintes prêmios: - Prêmio exclusivo de Campeão no seu perfil, para ostentar com orgulho! - Cartão-presente Steam de 25 EUR + DLC de mapa à sua escolha. Os cartões-presente serão convertidos automaticamente para a sua moeda local via Steam. -Equipe TruckersMP1 point
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TruckersMP C-D CCTV ---> https://www.twitch.tv/kxxlua__killua AFK ---> Not in stream or stream chat1 point
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The new player panel has a really stylish and modern look in terms of design. Its user-friendly structure is quite impressive for both new players and experienced users. However, when we enter the game, the panel's large size on the screen can be tiring at times. This can be a little annoying, especially when we want to focus on the game quickly. In addition, it is a great innovation that the in-game friend list management has become much more practical! Now we can choose and follow our friends more easily. Such improvements are among the important details that improve our gaming experience. In general, the innovations brought by the panel are quite appreciated. Perfection can be achieved by arranging small details.1 point
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love the way the brake light on these goes all the way along the top also beautiful sunrise in Calais1 point
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