Includes 9 items: Bus Driver, Euro Truck Simulator, Euro Truck Simulator 2, Euro Truck Simulator 2 - Force of Nature Paint Jobs Pack, Euro Truck Simulator 2 - Going East!, Euro Truck Simulator 2 - Halloween Paint Jobs Pack, Euro Truck Simulator 2 - Ice Cold Paint Jobs Pack, Scania Truck Driving Simulator, Trucks & Trailers
Our effort to secure official licenses of trucks to put into our games continues, now our focus is on Northern America. Courting the truck manufacturers - getting their attention and reaching the decision makers - is really not easy at all for a small company like SCS Software coming from outside of the transportation industry. The licensing negotiations in some cases take years to complete, and sometimes we are asked to prove that we are really taking this seriously.
Here is a little photo report we have just received from our friends at Kenworth/PACCAR. We have created a special demo based off an alpha build of American Truck Simulator for their corporate event, and they also tried to bounce it off the public to see the reaction. We are very excited to hear that both the company executives and the visitors of a science fair really liked the demo!
One more important step to give you fully licensed trucks in our American Truck Simulator...
It was already quite a long time ago when we first mentioned our goal to empower the mod community with tools matching in power of our internal asset creation pipeline. The road to get there has proved to be somewhat bumpier than we anticipated, but we are happy to report very good progress at last.
Today we are releasing the first version of SCS Blender Tools. There is still a lot of work left to be done on polishing and on proper support of the most complex types of 3D assets, but already we are in good enough shape to invite you to try things out.
Please keep in mind that what you are getting is a beta, with no express guarantees that it will work perfectly or work at all in your desired context. You are getting a dump of up-to-date SCS Blender Tools codebase, we are not holding back any part of it. There is code in there which at least partially covers all of the wide spectrum of different 3D model types in our games, but as of now we only bring out to your attention specific aspects of SCS Blender Tools we consider ready. More advanced stuff still needs time to mature.
At this point in time, it is only the types of assets listed below which we suggest you to experiment with. We do not have the capacity to provide extensive support on our forums, but we'll keep an eye on them to see if we can chip in where the community needs guidance. But there is a little point trying to get us to respond to questions concerning areas of the tools considered unfinished.
With that said, the current version of SCS Blender Tools brings you the creation and export pipeline of static geometry.
We included several sample models that generally illustrate the possibilities of asset types that you can perfectly accomplish today. Those models should guide you in creating well optimized models, just the way we make them.
Let's inspect sample models in closer detail:
Detailed building model
This is a model of a detailed building. We use such models up close to the player, therefore the texture, the mesh resolution and level of detail are quite large. Once you import it you can see it uses little more material than simpler models to best accommodate its up-close placement.
Far distance buildings
This is a model sample we place at far distance from the player. The mesh is considerably simpler and the texture is much smaller. Because it is placed at large distance from the camera in the game, lack of resolution is never noticeable. As you can see its uses important optimization - multiple buildings are combined into one single mesh, using exact same material and texture. This allows graphics cards to process such models much faster (as just one piece of geometry, not multiple pieces).
Truck bullbar upgrade model
Here's a sample of a truck upgrade part - Scania bullbar. We intentionally included slightly more sophisticated upgrade model. This way you can see usage of materials and alpha channel on that bull-bar netting. Pretty much all truck upgrades (roof grills, low grills, side-skirts...) were built this way.
Front truck wheel
Rear truck wheel
And last two samples of even more specialized geometry - truck wheels. They use their own set of materials, we recommend that you explore the structure. Check out the usage of textures and mesh complexity. These models also show you an example of 'Parts' usage, and the way how special 'shadow-caster mesh' with its 'shadow-caster material' is used to make your own truck wheels correctly. [Note that there is a plan to eventually split the tyres and the wheel disks into separate upgrade parts in some future update of ETS2/ATS.]
“Unexpectedly engrossing. Heed the mockers and you'll miss one of the PC's finest and freshest driving games.”
85/100 – PC Gamer
“With its stellar gameplay and presentation, Euro Truck Simulator 2 set a new standard for the simulation genre.”
95/100 – Gaming Nexus
“There are titles in the simulation market which can be sold on the novelty factor alone, but tend to be disappointing games. Euro Truck Simulator 2 is not one of them, it is strangely cathartic, engaging and relaxing.”
True PC Gaming
(C) 2012 SCS Software. All brand names, trademarks, registered marks, logos, and symbols on vehicles in the game are property of their rightful owners. Used with kind permission.
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