Andrew Lamb (Daffyflyer)
Artist, Co-Designer, Social Media

After far too long of studying 3d art and working as an IT Drone, Andrew is now the full time lead artist on Automation.

He’s responsible for most visual aspects of Automation, and has been dreaming about making it since he was 10. He persuaded Caswal to join in this all consuming adventure, and Automation was born.

He owns an MX5 with an evil engine (1.8L, with Cams, porting, exhaust, extractors, forged internals, ECU - 130kw approx @ 7600rpm), its a quick car around a track, but tends to require good weather, prayer and the occasional human sacrifice to convince it to start.

His boundless knowledge of car technology is matched only by his utter lack of practical skills at engine building (don’t ask!)

He is of the strong belief that coffee can indeed replace sleep, and considers Automation an experiment to confirm this theory.

He is keen on games, motorsport and trackdays, and 3D art.

Over the past week I’ve been doing some final polish on the textures and lighting in the engine room to kind of set a final “quality standard” of how good all the rooms and lighting should look.

This post gets a bit detailed and possibly boring in places, but if you’re interested in how we make things pretty, read on.

1990 Supercar, 4.5L FP V8-398

A lot of the more bland or unrealistic looking texture have been replaced with more interesting ones, with a lot of nice weathering work done with the help of Quixel’s dDo software (http://www.quixel.se/). No longer are any of the room texture boring photosourced stuff with no/boring normal maps.

1990 Supercar, 4.5L FP V8-399

The light maps have been revised a LOT.

To explain this properly, here is a quick explanation of what maps we use for the lighting of the car/engine and its room.

Cubemaps

All these maps are rendered out from the engine room scene in 3ds Max, with some nice high quality lighting and Mental Ray GI.

The Reflection map is just a picture of the lit room taken from a set of cameras placed where the engine sits, look outwards at the walls/roof/floor Its used so the chrome/shiny things have something to reflect.

The Engine Lighting Irradiance map is made by placing a white sphere in the centre of the room in 3ds max and recording how/what light hits it. It’s used for lighting the engine/car/whatever objects are in the centre of the room. Its quite blurred and generic, as it has to light any object you load, but does a good job of replicating the real lighting in the room.

The Room Lighting Irradiance map is done by rendering the same camera views as the Reflection map, but taking the Lighting pass, which only shows where light falls in the room, and ignores any textures or anything of that sort. It’s much sharper and more detailed than the engine lighting map, as its lighting specific objects that will stay still and not change, so its OK for their shadows and lighting to be “baked in” to the scene.

The Specular Map just has the brightest highlights in the scene, in this case just the light fittings, its used for shiny but not reflective stuff, for example the paint on rocker covers, or the highlights on cast aluminum parts.

1990 Supercar, 4.5L FP V8-397

The main problems with the existing lighting was the fact that both the engine room and the engine itself were lit far too brightly, and our attempt to use 32bit HDR cubemaps to give a good dynamic range just ended in everything being different shades of too bright.

We’ve toned down the Room Lighting and Engine Lighting maps to be quite a lot darker, and this has much improved the contrast and colour of everything in the scene. It even looks quite acceptable with SSAO off now, as the shading of objects has a bit more finnesse and isn’t over bright, which is great news for those of you on low end systems, as SSAO is a big performance killer.

SSAO Off.

SSAO Off.

The Room Lighting cubemap also never quite lined up with the ceiling lights properly, so they’ve been set to use their own lighting settings and self illuminate their bright bits. They look much better now.

Both the specular maps on the room and engine as well as the specular cubemap have been tweaked, so now only things that should be shiny are shiny.

1976 UK Coupe DOHC 8V 1.8-402

We also converted all the normal maps to use the DXT5/NM Compression format, which throws out one channel then kind of rebuilds it when you go to use it ingame. This gets rid of a bunch of the horrible DDS compression artifacts that could previously be seen in some of the normal maps, yet keeps the normal maps to the same size (data wise) See http://www.poopinmymouth.com/tutorial/dds_types.html if you want to know more about what that means. But for you players it means that things don’t look randomly speckled.

That pretty much sums up what I’ve been up to the last few weeks. It seems like needless tweaking, but now we’ve got a solid idea of exactly how textures and lighting should be done to get the look we want, I can then start applying the same tactics to the Car Design room.

And indeed that’s the next thing I’ll be working on, getting the Car Design room lit properly, so that we can accurately see how good car and fixture models will look in game, and that way be sure that any texture or shader work we do is going to look right in the final product.

Car Room

Zeussy has also, along with helping me with lighting and shader changes, also been putting in a lot of work on how Headlight and Grille stamping works, and its getting a lot better, but we’ll talk about that one later.

This is probably the most in depth dev post I’ve done in a while. So let me know if you want us to post more of this kind of stuff now and then, or if its just boring ;)

Conedodger240 has released another excellent Let’s Play of Automation, which is worth a watch if you like that sort of thing, or if you’ve not played Automation yet.

As of last night we’ve started work on the Car Designer, there are still one or two little bug fixes on the way for Turbos, but we’ve started doing design work on how to refine and improve the gameplay and layout of the car designer, as well as pondering further on the best way to animate suspension and ensure it fits on all the chassis configurations. Pictures and videos to come when we have something to show of, but it’ll be mostly experimenting and design work for a while.

We’re heading off to Tasmania until this Saturday to help install a GPS system we designed into a Peking to Paris car.

Robert (Killrob) will answer whatever support questions he can, but there may be delays in emails and FB/Forum posts being replied to.

Also, why not check out the channels of some of the guys who’ve been making a lot of Automation Videos recently

Turbos will be released on the 20th of March! (Yes, its not early March anymore, but hopefully it’ll be worth the wait)

After Turbos are released we will finally be returning to development work on the Car Designer, pretty exciting stuff to move on from the engine designer to the rest of the game! :)

As part of the next update, manual testing mode will include this snazzy diagnostics diagram, depending on what mode you’ve got it in, it’ll show either flow restrictions in your engine, or what components are close to failing, both by illuminating components in different colours (green to red)

Diagnostic System

As usual we’ve been crunching away on turbo work, the calculations are getting a lot closer to how we want now, and we’ve got a lot more art done for them as well. While I’m at it I’m also fixing up some of the more ugly and rushed bits of art, mostly V8 intakes, below are some screenshots

If you want to keep up to date with this little updates/screenshots as we post them, follow us on facebook at http://www.facebook.com/AutomationGame, as that’s where we typically post random screenshots while we’re working, and they don’t appear here until we have a bunch of them to post :)

Zeussy has got some truly brain-melting turbo math going on now, and we’re getting closer to having a decent simulation of turbochargers.

Meanwhile I’ve been fighting with getting turbo layouts, intake piping etc. going, they now work pretty well on Inline engines, and below is a screenshot of the start of work on V8s (much more complicated layout!)

Before you ask, no, we don’t have a release date yet, but we hope to have it done in the next 1 -2 months at this point, then onwards to car design!

For little updates and day to day mutterings, as well as announcements of when the livestream comes up, follow us on facebook at http://www.facebook.com/AutomationGame

As you know, we’ve got a Steam Greenlight Campaign going, and to be honest its exceeded all our expectations, having consistently been in the top 100 for over a month now.

Unfortunately at this point we’re only just holding our ground at #67, and slowly dropping down the ranks, only to return back to where we were every time a round of games is greenlighted.

Getting on Steam would be a major coup for us both from a publicity stand point, hopefully a financial standpoint, and will make it WAY easier for people to find and buy the final product.

If all of you who have Steam could please up vote our project and tell any friends you think might appreciate it to do the same that would be very much appreciated!

As a reward for the fact that you’re no doubt voting for us right now, have a shiny picture of a Turbo setup :P

Today marks the first day of work on the Turbo update, which will bring turbocharging and some more detailed feedback in the manual testing screen.

We’re still actively fixing bugs with the current update, so if you spot any issues, please post them in the support forums.

Anyhow, here is a little something to whet your apatite

Your sexy developers!
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While Killrob was down here he took some awesome photos, so if you’re wondering what the Dev Team looks like, here you go :)

The Camshaft Software Team

From left to right,
Jayelinda Suridge “Nortala” – Engine Programmer, Tutorial Artist, Localization Manager
Caswal Parker – “Zeussy” – Programmer & Designer
Andrew Lamb – “Daffyflyer” – Artist

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