Euro Truck Simulator 2 - Timmy the Duck Thief
American Truck Simulator will be released simultaneously in retail and digital channels on February 3, 2016. But that's not "news" any more - hopefully you have the date marked in your calendar already!

To make as big a splash as possible during the release week - to place high in the best-selling chart and to make an impression on games industry press this way - we would like to create a sales spike just after the game starts selling. We will depend on our fan community to achieve this; when we were thinking on how to catalyze things, we came up with an idea of a little bonus.

Here is the deal: Go to the American Truck Simulator Steam page and choose "Follow" to make sure you get all the important announcements through Steam's Friend Activity feed during the period leading to the game's release.



By getting as many people into our dragnet as possible, we hope for a bit of snowball effect in raising the awareness of the game's impending release - not just among the hard-core fans, but also in general gamer population.

In exchange for the "follow," we are ready to give you an exclusive gift: a set of unique Steampunk-themed truck paintjobs. It's perfectly OK if you buy the game in a retail box or any alternate digital channel - so long as you follow the game's official Steam community announcements and activate your game on Steam during the week after its release, you are eligible for this bonus.

Here is a couple images to whet your appetite:



Euro Truck Simulator 2 - Timmy the Melon Thief 🍉
American Truck Simulator will be released simultaneously in retail and digital channels on February 3, 2016. But that's not "news" any more - hopefully you have the date marked in your calendar already!

To make as big a splash as possible during the release week - to place high in the best-selling chart and to make an impression on games industry press this way - we would like to create a sales spike just after the game starts selling. We will depend on our fan community to achieve this; when we were thinking on how to catalyze things, we came up with an idea of a little bonus.

Here is the deal: Go to the American Truck Simulator Steam page and choose "Follow" to make sure you get all the important announcements through Steam's Friend Activity feed during the period leading to the game's release.



By getting as many people into our dragnet as possible, we hope for a bit of snowball effect in raising the awareness of the game's impending release - not just among the hard-core fans, but also in general gamer population.

In exchange for the "follow," we are ready to give you an exclusive gift: a set of unique Steampunk-themed truck paintjobs. It's perfectly OK if you buy the game in a retail box or any alternate digital channel - so long as you follow the game's official Steam community announcements and activate your game on Steam during the week after its release, you are eligible for this bonus.

Here is a couple images to whet your appetite:



Euro Truck Simulator 2 - Timmy the Christmas Thief
Today we would like to announce the release of SCS Blender Tools version 1.0.



After some two years of hard work, the alternate toolchain for modders now comes with pretty much the same power and flexibility as our internal Maya-based set of tools. It now supports complete creation of any type of items: trucks, ambient AI vehicles, models, prefabs with support of all possible locators including AI traffic lines, you name it.



Up until now, modders were able to pull off some incredible things, thanks to reverse-engineering our formats and creating powerful tools on their own. It is always exciting for us to see so many great mods that have been released, and yet more are still appearing. Admittedly, we are coming quite late to the party now; three years after ETS2 was released. So why did we even bother?

First of all, we really believe that our Euro Truck Simulator 2 and American Truck Simulator games have a lot of longevity in them. We definitely plan to improve and enhance them for many years, and with the World of Trucks connecting them eventually under one umbrella, there are still huge opportunities for new exciting mods to appear.

However, even more importantly, we would like to explore new opportunities with User-Generated Content. It is a great inspiration for many game developers to see what Valve is doing with their games like Counter Strike: GO, Team Fortress 2 or Dota 2. Their ability to cooperate with fan community and to integrate UGC is fabulous.

With upcoming support through Steam Workshop - yes, here is a little pre-annoucement right here! ;) - we would love to find a way to invite the best mod content creators to offer their creations through an official channel, or possibly even to pursue a business model that would allow for it to become a part of the standard game content. But to even start thinking about it, we need to make sure that such user content is authored and maintained through a standard tool, a tool which we have under control, which we can update whenever needed, a tool we ourselves are comfortable using. Modders know that our game formats are sometimes changing when we need to make room for a new feature, requiring re-touching and re-exporting of older models. Waiting until (and if) a 3rd party tool support catches up with our changed formats is simply out of question for content that should be working immediately after we update our game. So just to open the gate for officially supported mods, we do need a set of official and well-supported tools.

Enter SCS Blender Tools version 1.0.



Since the previous release of Blender Tools which included Full Truck creation pipeline, the following items had been added:

  • Extensive shader preset library covering all player needs
  • Complete support for Prefab Locators including import/export
  • Material Aliasing implementation
  • Material Flavor system implementation (less shader presets, bigger shader repository)
  • New system for printing warnings and errors in 3D viewport (no need to check console result for warnings)
  • Shaders color management overhaul giving quite same result in Blender as in game
  • Vertex color alpha support as additional vertex color layer
  • Custom normals import
  • Proper handling for meshes with back faces on import
  • Proper handling of initially scaled bones
  • Preview of textures when user is selecting them in file browser



To Get You Started

GitHub Wiki

Wiki is probably the most important place for SCS Blender Tools knowledge base. There you will find the steps you need to take to begin using the tools. You can also find the download links for SCS Blender Tools. And there is even all the source code of the tools, right in the open, which could be quite interesting for the coders out there:

https://github.com/SCSSoftware/BlenderTools/wiki

Forum

We have created a special forum branch, dedicated exclusively to the SCS Blender Tools. If you feel you found a bug in the tools, or want to ask something about them, or share your knowledge with the other people just getting started - this is the place to be. We will be monitoring the forums and hopefully providing some guidance, but again, we do not expect to be able to respond to everybody and to every cry for help.

http://forum.scssoft.com/viewforum.php?f=159

ETS2 web, mod page

In case you forget all the links above you can always start with the modding section of the Euro Truck Simulator 2 web page. The links there should guide you not just to SCS Blender Tools but also to all modding guidelines paramount for successful mod creation.

http://www.eurotrucksimulator2.com/mod_tools.php

We encourage you to import and check all the models on your own. Now all you need to start is a bit of knowledge of Blender!
Euro Truck Simulator 2 - Timmy the Melon Thief 🍉
Today we would like to announce the release of SCS Blender Tools version 1.0.



After some two years of hard work, the alternate toolchain for modders now comes with pretty much the same power and flexibility as our internal Maya-based set of tools. It now supports complete creation of any type of items: trucks, ambient AI vehicles, models, prefabs with support of all possible locators including AI traffic lines, you name it.



Up until now, modders were able to pull off some incredible things, thanks to reverse-engineering our formats and creating powerful tools on their own. It is always exciting for us to see so many great mods that have been released, and yet more are still appearing. Admittedly, we are coming quite late to the party now; three years after ETS2 was released. So why did we even bother?

First of all, we really believe that our Euro Truck Simulator 2 and American Truck Simulator games have a lot of longevity in them. We definitely plan to improve and enhance them for many years, and with the World of Trucks connecting them eventually under one umbrella, there are still huge opportunities for new exciting mods to appear.

However, even more importantly, we would like to explore new opportunities with User-Generated Content. It is a great inspiration for many game developers to see what Valve is doing with their games like Counter Strike: GO, Team Fortress 2 or Dota 2. Their ability to cooperate with fan community and to integrate UGC is fabulous.

With upcoming support through Steam Workshop - yes, here is a little pre-annoucement right here! ;) - we would love to find a way to invite the best mod content creators to offer their creations through an official channel, or possibly even to pursue a business model that would allow for it to become a part of the standard game content. But to even start thinking about it, we need to make sure that such user content is authored and maintained through a standard tool, a tool which we have under control, which we can update whenever needed, a tool we ourselves are comfortable using. Modders know that our game formats are sometimes changing when we need to make room for a new feature, requiring re-touching and re-exporting of older models. Waiting until (and if) a 3rd party tool support catches up with our changed formats is simply out of question for content that should be working immediately after we update our game. So just to open the gate for officially supported mods, we do need a set of official and well-supported tools.

Enter SCS Blender Tools version 1.0.



Since the previous release of Blender Tools which included Full Truck creation pipeline, the following items had been added:

  • Extensive shader preset library covering all player needs
  • Complete support for Prefab Locators including import/export
  • Material Aliasing implementation
  • Material Flavor system implementation (less shader presets, bigger shader repository)
  • New system for printing warnings and errors in 3D viewport (no need to check console result for warnings)
  • Shaders color management overhaul giving quite same result in Blender as in game
  • Vertex color alpha support as additional vertex color layer
  • Custom normals import
  • Proper handling for meshes with back faces on import
  • Proper handling of initially scaled bones
  • Preview of textures when user is selecting them in file browser



To Get You Started

GitHub Wiki

Wiki is probably the most important place for SCS Blender Tools knowledge base. There you will find the steps you need to take to begin using the tools. You can also find the download links for SCS Blender Tools. And there is even all the source code of the tools, right in the open, which could be quite interesting for the coders out there:

https://github.com/SCSSoftware/BlenderTools/wiki

Forum

We have created a special forum branch, dedicated exclusively to the SCS Blender Tools. If you feel you found a bug in the tools, or want to ask something about them, or share your knowledge with the other people just getting started - this is the place to be. We will be monitoring the forums and hopefully providing some guidance, but again, we do not expect to be able to respond to everybody and to every cry for help.

http://forum.scssoft.com/viewforum.php?f=159

ETS2 web, mod page

In case you forget all the links above you can always start with the modding section of the Euro Truck Simulator 2 web page. The links there should guide you not just to SCS Blender Tools but also to all modding guidelines paramount for successful mod creation.

http://www.eurotrucksimulator2.com/mod_tools.php

We encourage you to import and check all the models on your own. Now all you need to start is a bit of knowledge of Blender!
Euro Truck Simulator 2 - Timmy the Duck Thief
We would like to wish you Merry Christmas and all the best in the New Year 2016!



Many of you are asking if we are doing a special event of any kind again at the end of the year. Unfortunately, we have not managed to get it ready in time. Over the past few months we have been working on a new World of Trucks functionality which would enable us to do Special Events on a more regular basis. It's something that you look forward to, but we still need more time to spend on this feature.

However, we are not ignoring the special time of the year completely! As of now, a little game update is already uploaded to Steam, it's about to be distributed through our regular Updater for non-Steam edition users, too. It contains a brand new, cheerful in-game scene for the main menu "desktop" screen with a Christmas motif - actually the very scene which you can see on the image above.

Let us thank you sincerely for staying loyal to our truck sims and following us on blogger, facebook, and twitter, and watching the movies on our YouTube channel.

Next year should be a good year for fans of our games - we are going to bring you tons of new stuff, not only for Euro Truck Simulator 2, but now for American Truck Simulator as well. Although we were a bit delayed in our plans, there are also some more interesting vehicles to be introduced to our game universe. We can't wait to tell you more about it soon.

We don't say goodbye yet though. We plan to to post a couple of updates before the end of the year here. There is a couple of additional exciting topics to discuss. Stay tuned!
Euro Truck Simulator 2 - Timmy the Melon Thief 🍉
We would like to wish you Merry Christmas and all the best in the New Year 2016!



Many of you are asking if we are doing a special event of any kind again at the end of the year. Unfortunately, we have not managed to get it ready in time. Over the past few months we have been working on a new World of Trucks functionality which would enable us to do Special Events on a more regular basis. It's something that you look forward to, but we still need more time to spend on this feature.

However, we are not ignoring the special time of the year completely! As of now, a little game update is already uploaded to Steam, it's about to be distributed through our regular Updater for non-Steam edition users, too. It contains a brand new, cheerful in-game scene for the main menu "desktop" screen with a Christmas motif - actually the very scene which you can see on the image above.

Let us thank you sincerely for staying loyal to our truck sims and following us on blogger, facebook, and twitter, and watching the movies on our YouTube channel.

Next year should be a good year for fans of our games - we are going to bring you tons of new stuff, not only for Euro Truck Simulator 2, but now for American Truck Simulator as well. Although we were a bit delayed in our plans, there are also some more interesting vehicles to be introduced to our game universe. We can't wait to tell you more about it soon.

We don't say goodbye yet though. We plan to to post a couple of updates before the end of the year here. There is a couple of additional exciting topics to discuss. Stay tuned!
Euro Truck Simulator 2 - Timmy the Duck Thief
At last, we are ready to commit to an official release date of the first edition of American Truck Simulator; the game will hit digital and retail stores on February 3, 2016.



As the readers of our blog will no doubt know by now, this release will be just the first step on the road. A couple of trucks and the state of California that we are bringing you with the base game release is only a fraction of our grand vision - to cover all of North America eventually and to chase every relevant truck manufacturer for a license to allow us to include their trucks into the game.

Well, we have to set on the way, and this is where we start. Hold on tight!

http://store.steampowered.com/app/270880/
Euro Truck Simulator 2 - Timmy the Melon Thief 🍉
At last, we are ready to commit to an official release date of the first edition of American Truck Simulator; the game will hit digital and retail stores on February 3, 2016.



As the readers of our blog will no doubt know by now, this release will be just the first step on the road. A couple of trucks and the state of California that we are bringing you with the base game release is only a fraction of our grand vision - to cover all of North America eventually and to chase every relevant truck manufacturer for a license to allow us to include their trucks into the game.

Well, we have to set on the way, and this is where we start. Hold on tight!

http://store.steampowered.com/app/270880/
Euro Truck Simulator 2 - Timmy the Duck Thief
It's not usual for us to publish two announcements in a single day, but it turns out that we need to apologize. ːbbtcatː

World of Trucks Contracts are more popular than we anticipated, the rate of registrations is currently overloading our server CPUs. We thought the Open Beta lasted long enough for us to understand what we can expect when going live, but obviously we still have some stuff to learn!

We are considering alternatives fast, but at this point, please be patient if World of Trucks might become unresponsive.
Euro Truck Simulator 2 - Timmy the Melon Thief 🍉
It's not usual for us to publish two announcements in a single day, but it turns out that we need to apologize. :bbtcat:

World of Trucks Contracts are more popular than we anticipated, the rate of registrations is currently overloading our server CPUs. We thought the Open Beta lasted long enough for us to understand what we can expect when going live, but obviously we still have some stuff to learn!

We are considering alternatives fast, but at this point, please be patient if World of Trucks might become unresponsive.
...

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