SCS Blog: SCS Blender Tools - First Step

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Carrythxd

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Apr 23, 2014
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Source: http://blog.scssoft.com/2015/02/scs-blender-tools-first-step.html



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.]

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!
 
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Max

TruckSim.Org Ops Manager
Administrator
Jan 12, 2014
2,205
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Was just about to post this!

I'm still not convinced that it will be any better than Zmodeler3, especially now most of the modding community is used to Zmod and pretty much all the publicly released parts are for Zmod. Only one way to find out though, will be giving this a go! :)
 

4D1L

The Lurker
Apr 1, 2014
498
Favourite Truck
Mercedes
I really want to start to learn how to 3D model now. I hope this becomes useful.

On another note,
@Carrythxd How have you been covering all the SCS Blog Posts first? What are your tactics?
 

scanialoverr

Well-Known Member
Apr 1, 2014
981
I dont know lol, I just happen to visit SCS Soft's blog pretty often :p
I check the blog many times daily but you are always faster than me and everyone. argh

PS. When you are quoting someone remember to add the quote tags
SCS Software said:
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...
 

Max

TruckSim.Org Ops Manager
Administrator
Jan 12, 2014
2,205
Favourite Truck
Volvo
Lets see how we get on then..



Update #1: Already given up with it, you have to convert any existing mod to some new format (.pim) using the converting tool they've given you, only the converting tool can't covert and of the models, only materials, making it impossible to import the truck. Unless I'm doing something wrong of course, but I'm following the instructions SCS provide. Will be sticking with Zmod :p
 
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