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PresetName: ".lvcol.day"Įffect: ".lvcol.day"įlavors: ( "FLAT" "SHADOW" "PAINT" "TEXGEN0" "TEXMTX0" "ALPHA" "DEPTH" "BLEND_OVER|BLEND_MULT|BLEND_ADD" ) Value: "/material/environment/building_reflection/building_ref" Note: "Shader Presets for SCS Blender Tools"įriendlyTag: "Luminance Output (Day, Night) (nit)" Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. erm.This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. Euro Truck Simulator 2 & Oculus Rift at G-Star 2013.Here are few screenshots of ongoing Blender integration: With community-created assets in source form compatible with SCS Software's internal processes, and with the map editor a native part of the game itself, this may open up huge opportunities for the future. With provided documentation we hope to see even higher quality creations from our modding community. The plan is that with SCS Blender Tools it will cover everything - from the simplest models of buildings to fully fledged trucks, just as us developers are doing it. With SCS Blender Tools, it will be possible to comfortably create models, texture them, assign and tweak correct materials, and export everything to the engine. The package will be using exactly the same approaches and workflows we use for creating our games, in fact some people on SCS team plan to start using them on a daily basis, replacing current tool pipeline. SCS Blender Tools we are building are going to be 100% "developer grade". Blender is fast, flexible, with good documentation and most importantly Free, without need to worry for having expensive licenses for commercial packages like Maya or 3d Studio Max. Today we would like to announce that we are working on SCS Blender Tools, which we will make available for everybody with creative passion for our games.Īs you may have already guessed we will use Blender to base our SCS Blender Tools on. We are aware that despite valiant efforts to reverse-engineer our formats, the current tools in the hands of the modding community aren't ideal yet.
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But of course the tools are the key for creation of the best results. While looking at the amazing stuff that our fan community is producing, we cannot help but admire the passion for our games.
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