Tuesday, June 23, 2015

SCS Blender Tools - Full Truck creation pipeline!

Today is a bit of a milestone for SCS Blender Tools feature scope. With this update, the tools are finally supporting creation and export pipeline of fully fledged trucks - with equivalent power to tools used internally at SCS Software.

It took us a while to organize full truck creation, as the range of things that needed addressing is quite extensive. There is the vehicle model itself, but there is also the rest of the structure and data - the upgrades and locators ("pins"), and full animation support.

Speaking of animation, SCS Blender Tools now support animations not only for the vehicle parts, but also for any 'movers' in our game: world animated objects, animals, and people.

With the latest update, we are now about two thirds of the way towards having SCS Blender Tools support the full range of asset creation for our truck games - the one last major area remaining are the "prefabs" for elements like roads and intersections. This will become our next focus.

The vision for SCS Blender Tools is to eventually have it become a common standard out there for how Euro Truck Simulator 2 and American Truck Simulator mods are created and shared. The hot "buzzword" or "buzz term" in the games industry these days is User Generated Content, stuff that communities of game fans can produce on their own to improve the games they love, and we would definitely like to help our already very active fan community produce higher quality, easier-to-share content for our games. We have Steam Workshop in our sights as the likely platform for wide-scale mod exchange, and for that we need rock solid asset creation and export pipeline. If we achieve 100% technical compatibility between SCS-created content and user-generated content, the holy grail would be very close cooperation with the creators - possibly even integration of the best mods into core game content or official DLCs.

Here is full list of changes in the latest version of SCS Blender Tools:
  • Animation system implementation
  • Shader presets can now be searched by name, as list is getting longer
  • New truck sample base including all the definitions to create complete truck
  • Updated sample base with added wind powerplant and human character with animations
Other improvements:
  • Vertex color statistics tool
  • New versioning system
  • Unified relative paths with forward slash for all platforms
  • Import speed in case of big amount of materials
New shaders:
  • "eut2.dif.lum"
  • "eut2.mlaaweight"
  • "eut2.truckpaint"
  • "eut2.reflective"
  • "eut2.unlit.vcol.tex"
  • A lot of new extensions for existing shaders
Just in case you haven't seen the two previous posts about SCS Blender Tools releases:

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:



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.


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.


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!


  1. Dear SCS, you can make a support double trailers? This feature is not currently running. It is necessary to make changes to the game code. Will you do it for ETS2, and if so when? Thanks)

    1. Oh yea, i'm waiting already from the beginning for this feature. Dear SCS, Please give it a go!!

    2. Seasons, visible damage, rigids and multiple pivots.

    3. Yes, what Oleg and Rob have said! multiple pivots (trailers) is what I see every day. https://youtu.be/Pq-7km5JA0g
      Thank you for your fabulous work SCS.

  2. Can't wait to see someone make a mod that would make all people walk like the guy from Monty Python's "Ministry of Silly Walks" https://www.youtube.com/watch?v=iV2ViNJFZC8 ;)

  3. Dear SCS,

    Would you guys make sideskirts for the scania 6x2 and 4x2 and full skin paint jobs for scania trucks that would be amazing!

  4. Scandinavia road sign error: If you come from Rostock Port, on the left side of the road signs before the Rostock exit, you wrote Bremen instead of Berlin. However, exactly at the exit it's correct.
    Please correct the wrong signs. Thanks!

    1. Thank you. We are going to fix it. Next time please follow this: http://forum.scssoft.com/viewtopic.php?f=40&t=16653

  5. Can scs support sterrable axels for moders

  6. Can scs support sterrable axels for moders

  7. Can scs support sterrable axels for moders

  8. Yeah, this game really need support for multiple pivot points...

  9. SCS, please give us informations about upcoming patch for ETS2 - we are dying of curiosity what you are preparing for us :)

  10. The holy grail would be if SCS would use the same pipeline in the long run simply due to supporting 2 pipelines seems a bit overpowered and underefficient.

  11. Mmmm, goodies!
    I'll have some, thank you! :D

  12. SCS are we gonna get the updated volvo truck sounds before ATS release ? lol

  13. Gah! Google made me sign in twice, so I lost everything I typed. Hopefully this doesn't turn into a double post . . . .

    SCS - I know you stated officially that there will never be support for importing from ETS2 - only exporting - but without the ability to import assets, it greatly limits novice modders like myself who desire to re-texture and add enhancements to existing assets for our own personal enjoyment.

    Currently I use Blender2SCS to import trailers and trucks, but it no longer works with prefabs, so I am hoping that after you add prefab support that you at least consider changing your stance on an import feature.


    1. Allowing importing what are mods directly into the game (even for your own use) is a support nightmare. If you screw something up, then SCS would have endless requests why their game is broken.
      That is a reason for how to implement mods. They can be injected into the game, and if there is an issue with the mod, it can be safely and easily removed from the equation.
      It is easier to just learn how to create a basic mod. Once you learn how it works once, is simple from then on.

  14. Can this blender tool modify American trucks

  15. really must get my lazy butt in gear and learn how to do this 3D stuff. Thanks for providing the tools, that gives me one less excuse :)

  16. This is a brilliant step forward for modding possibilities, thank you very much! And in a next update it would also be nice to be able to choose / change the folder where to store mods;

    Sorry for my poor english...

  17. On the swedish web site spelbutiken.se
    american truck simulator california can be bought its coming out in august 2015.is it correct scs?

  18. thanks scs forr this game and i like your game plese make them walk them around and let them eat and drink let them walk to full up gas thanks

  19. This is fantastic news! As a long time modder (since Across America) I never thought I'd see a day when modding would be so wholly embraced. I cannot thank you enough for what I see as an invaluable tool set!

    What I would love to see next is a scriptable (or even just parametric) exhaust particle system so that we can set opacity, colour, dwell time, and refraction of the exhaust based on the engine load, and maybe the engine temperature if that ever works its way into the vehicle simulation. It's not as crucial for modern trucks where visible emissions are heavily regulated against (e.g. EPA 2010), but for those of us who prefer to play with trucks from the 50's, 60's, 70's and 80's, a lot of the character of these older vehicles comes from what they're shooting out of the stacks! On this same vein, it would be pretty cool to be able to animate exhaust flappers based on the engine load as well...

  20. SCS Add no greater shaking cabin!

  21. Waiting for engine sound of MAN....

  22. por favor hagan que en el trafico aparezcan camiones de mi empresa si

  23. Released new version for the ETS2 my particular?

  24. anyone know what the random sound is? sounds like someone flicking through a book. it doesnt seem to correspond with anythign

  25. I'm personally not interested in mods, after trying TSM, Promods and Hungary (the first 2 are full of bugs- blocked roads specially and hungary is visualy awesome, but OVERLOADED with decors --> low FPS)
    HOWEVER some important details are welcomed from SCS -->
    My "wishlist" for an almost perfect ETS2:
    - REALISTIC prices, taxes, and EARNINGS (JOB-PROFIT IS TOO HIGH on high levels >> reduce the bonus % and base earning too)
    - randomly vary over time: the tax demanded on barriers/customs, the price of garages (and upgrading the garage-slots) and also the VAT loan
    - the same load delivered between the same 2 points on the map, could have a different price @ a later date (small predefined interval random)
    - on high levels it make no sense 10.000 loan value, it could be replaced with 200.000
    - truckers AI: prevent everytime Garage-Destination > Destination-Garage jobs
    - some AI (not too many) entering-exiting from companies, hotels, even from repair centers
    - also improve some terrain-decors (old-quarry rocks look painfull), and 3D coupling-wires for old DAF + other fixes on trucks where needed
    - car transporter trailer has 3 different variants, but it's the same car type, just the color differs (as an extra tip: we wish mixed car brands on the same trailer)
    - sideskirts for other chassis, speed bumps, fog lights, and individual traffic-lights behaviour among different countries
    - AI enriched with 2 or 3 types of small trucks (Antos....)
    - also, a great feature would be an option to bring/copy just m3u or other playlist formats in /music folder,
    OR (i haven't tried yet, but suppose it doesn't work) the mp3 shortcuts
    - diversity in how companies are showing across different cities (outside and inside).
    - for the sake of diversity and life-like: some Police, fireman, ambulance , motors .. driving on the road
    - sound (and keybind) for fastening the seatbelt

    - improve the FPS further on highend PCs, without alter the actual graphics
    - MULTI-POINT DELIVERIES and tandem trucks !
    - random failures (motor, electronic system, brakes, lights), changeing baterry when discharged, changing the tires (not only repairing)
    - Realistic connection for trailer with players interaction
    - signing the custom papers (and showing them at customs)
    - LOAD/UNLOAD the truck (a 4-5 seconds video as SNEAK-PEEK )
    - further MAP scandinavia-like developing (france, spain, portugal, italy, hungary, ireland)

    in the first group almost all are easy-to-implement tasks, needs just a little programming and average designing skills


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