我們的Facebook頁面最近達到了大規模的40000個喜歡。我們很自豪能夠為這麼多的粉絲提供增強的體驗,所以我們總是很高興看到我們的社區變得更大。為了慶祝這個里程碑,我們認為應該提供一些額外的資訊關於對波羅的海DLC和SCS重建德國北部的合併過程。
Our Facebook page recently reached a massive 40,000 likes. We’re proud to deliver an enhanced experience to so many fans, so we’re always happy to see our community growing even larger. To celebrate this milestone we thought we’d give some extra insight into the merging process of the Beyond the Baltic Sea DLC and SCS’ rebuilt northern Germany.
以前,將新的DLC與我們的地圖進行合併是一項相對容易的工作。斯堪的納維亞DLC只與我們的地圖共享一個真正的邊界。因此,儘管我們不得不告別許多ProMods 1.0的地區和記憶,但是很容易地與我們的地圖創建兼容性。意大利DLC也是如此,我們的大部分地圖都已經存在了幾年,並且年齡很小,特別是由於缺乏獨特的意大利建築模型,然而SCS做得非常好。只有法國是有一點挑戰性的,但是法國北部重建的舊地圖在我們的地圖和DLC之間提供了一些緩衝,這使事情變得更容易。然而,隨著德國重建和波羅的海DLC,合併已被證明是一項更為複雜的任務。
Previously, merging new DLCs with our map was a relatively easy job. The Scandinavia DLC only shared one real border with our map. Therefore, creating compatibility with our pack was easy, even though we sadly had to say goodbye to many ProMods v1.0 areas and memories. The same goes for the Italy DLC, where most of our mapping was already a few years old and had aged poorly, especially due to the lack of models for the distinctive Italian architecture which SCS did such a good job with. Only France was a bit more challenging, but the rebuilt old map in Northern France provided a bit of a buffer between our map and the DLC, which made things easier. With the Germany rebuild and Beyond the Baltic Sea DLC, however, merging has proven to be a much more complicated task.
更多邊界
More Borders
在之前的合併中,我們經常可以非常快速地複製貼上大區域,並且連接它們並不困難。這個DLC是一個完全不同的故事。我們有許多小區域需要單獨地進行合併。將一小塊區域貼上到地圖中並不是甚麼大問題,但是要正確地連接它可能會很困難。
In the previous merges we often could copy-paste large areas very quickly, and connecting them was not hard. This DLC is a completely different story. We have many small areas that need merging individually. Pasting a small area into the map is not a big deal, but connecting it properly can be difficult.
例如,我們之前在埃爾布隆格(Elbłąg)和蘇瓦烏基(Suwałki)進行了大規模的重建,因此波蘭邊境的公路網路經歷了許多變化。這意味著在某些情況上,道路校準使得重新連接道路非常困難。其中一個更大的問題是我們的地圖上的過境點比SCS的過境點向北遠離一公里。我們不得不壓縮區域,並且有時要完全重建整個邊境區域。
For example, we have previously done massive rebuilds in Elbłąg and Suwałki, such that the road network on the Polish side of the border has undergone many changes. This meant that at some points the road alignment made re-connecting the roads very difficult. One of the bigger problems is that the border crossings in our map were a kilometer further north than the ones from SCS. We had to compress and sometimes completely rebuild the entire border area.
那也沒有幫助,在蘇瓦烏基(Suwałki)附近的邊境地區,SCS的地圖和我們的地圖之間有50米的高度差異。如果不創造一種新的(而且是不切實際的)「高山道路」,這會是一個很大的挑戰。在波羅的海的國家的一些風景村鎮/鄉鎮也存在著類似的問題。
What also didn’t help was that at the border area near Suwałki there was a height difference of 50 meters between SCS’ and our mapping. It was a big challenge to facilitate this difference without creating a new (and rather unrealistic) “alpine road”. There were similar problems for some of our scenery villages and towns in the Baltic States.
芬蘭
Finland
芬蘭是另一個艱難的合併。ProMods的芬蘭比DLC的更大,所以我們決定刪除我們的重疊部分。這是有道理的,因為我們的芬蘭南部由一些最古老的地圖組成,所以我們已經把芬蘭南部隱退了,同時在芬蘭北部保留了大量的ProMods內容。雖然這樣消除了將許多小區域合併回來的需要,但我們仍然留下了許多連接道路,所有道路都有不同的高度。除此之外,我們芬蘭北部的一些地區也在老化,因此我們開始使用DLC帶來的新資源來改善我們的地區。一些城市已經進行了改造,如奧盧(Oulu)和瓦薩(Vaasa);其他的仍有待完成。更特別的問題是波里(Pori)與北部的瓦薩(Vaasa)和奧盧(Oulu)沒有明顯的聯繫。我們不得不用全新的景觀即興創作。
Finland was another hard merge. ProMods Finland is bigger than that of the DLC so we decided to remove our overlapping part. This makes sense because our southern Finland was comprised of some of the oldest mapping in the mod, so we have retired it while retaining plenty of ProMods content in northern Finland. Although this eliminated the need to merge many small areas back in, we were still left with many roads to connect, again all with different heights. Furthermore, some of our northern Finland is aging as well, so we have started refreshing our areas with the new assets the DLC brings. Some cities have already received a makeover, such as Oulu and Vaasa; others remain to be done. A more specific problem was that Pori had no obvious connection to the north to Vaasa and Oulu. We had to improvise there with completely new landscape.
德國合併
Germany Merge
這可能是所有地區中最難的項目。我們的高速公路重建項目(ARP)大約在4年前啟動!這裏的挑戰是盡量保持這兩個世界的最佳部分,但遺憾的是,並不像在ProMods和SCS之間選擇城市或公路那樣簡單:不但有前述的高度差異需要處理,而且我們需要令到整個地圖中的風格保持合理一致,否則玩家將會無法沉浸其中。既然SCS已經提供了新的和更好的資源,我們必須將它們整合到我們的地圖中,以防止它看起來覺得過時。
This may be the hardest project of them all. Our Autobahn Rebuilding Project (ARP) started almost 4 years ago! The challenge here is to try and keep the best of both worlds, but it’s sadly not as simple as just choosing between ProMods and SCS city by city or road by road: not only are there the aforementioned height differences to deal with, but we have to keep the mapping style reasonably consistent throughout the map or player immersion will be broken. Now that SCS has provided new and better assets we have to incorporate them into our mapping to stop it looking dated.
此外,地圖技術和標準在過去4年期間不斷地發展、進化,以至於最古老的區域在鄰近最新的區域的時候感覺粗糙,甚至醜陋—即使是用了更新的資源。在這種情況下,從頭開始可能會更容易,最終會提供更好的地圖,但是需要大量的開發人員的時間和動力。
Moreover, mapping techniques and standards have evolved over the last 4 years to the extent that the oldest areas feel technically unrefined, even ugly, next to the newest ones – even with refreshed assets. In such cases it can be easier to start from scratch, which ultimately delivers a better map but requires a lot of developer time and motivation.
但是那些不是全部!
But That’s Not All!
雖然合併正在進行中,但是也準備了全新的內容。捷克共和國進行了嚴肅的改革,巴爾幹(Balkans)和蘇格蘭(Scotland)也有一些擴張。這裏有一些新增內容遍佈地圖各處,你都可以在下一個版本中發現它們!我們可以透露,我們幾乎完成了我們為ProMods版本2.40計劃的所有內容(你之前可能已經看到它被稱為版本2.35,但我們認為內容的數量證明稱其為2.40)並且已經開始了第一個測試階段。
While the merging was going on, brand new content has been prepared as well. The Czech Republic got a serious overhaul and there has been some expansion in the Balkans and in Scotland as well. There are a few additions here and there spread all over the map, all laid out for you to discover in the next version! We can reveal that we are nearly done merging everything we planned for ProMods version 2.40 (you may have previously seen it referred to as version 2.35, but we decided that the amount of content justifies calling it 2.40) and have started the first testing phase.
在未來的更新中,尤其是波羅的海國家,你可望在DLC和德國地區中獲得更多合併、重建和全新內容。話雖如此,如果我們用SCS的工作覆蓋許多舊的ProMods區域,也不要感到驚訝。我們收到很多粉絲的評論,他們對舊的ProMods區域感到懷念,並且希望我們保留它。我們也感到懷念!但是我們必須保持地圖符合現時的標準,遺憾的是,這意味著我們必須告別最古老的地區。如果可以的話,我們總會將所有內容更新到最新標準,但即使我們的大型開發團隊也無法做到這一點。相反地,我們必須優先考慮我們的工作地點,這意味著SCS的最新版本—以及自遊戲發佈以來的大幅度改進—製圖的優先級較低。
You can expect more merged, rebuilt and brand new content in the DLC and Germany areas in future updates, especially in the Baltic states. Having said that, don’t be surprised if we overwrite many old ProMods areas with SCS work. We have got a lot of comments from fans who feel nostalgic about old ProMods work and want us to keep it. We feel nostalgic too! But we have to keep the map up to today’s standards which, sadly, means we have to say goodbye to the oldest areas. If we could, we’d always update everything to the latest standards, but this is not possible even with our large development team. Instead, we have to prioritise where we work, which means that SCS’ latest – and vastly improved since the game’s release – mapping has lower priority.
當然,ProMods 2.40的發佈日期仍然未知(對我們也是),但是我們可以向你保證,在2019年我們的團隊將會為ETS2的所有玩家帶來許多很酷的更新。
Of course, the release date of ProMods 2.40 is still unknown (even to us), but we can assure you that 2019 will bring many cool updates from our team for all ETS2 players.
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本帖最后由 hugoalh 于 2019-2-12 19:09 编辑 ]