Monday, April 4, 2016

ATS Mods Studio updates

Over the past weeks we have been working hard on ATS Mods Studio, and some other cool things as well. First (closed) beta versions are already released on our forums, and we have successfully created mods.

First ever screenshot of our new ATS Mods Studio

First Trailer created with ATS Mods Studio
@adog1997, a member of our forum and a contributor in our campaign published a mod made with our new tool on Steam Workshop. Check it out here!

First ATS Mods Studio created trailer published on Steam Workshop
And, of course - we're still working hard on the 3D preview feature. Cadde has done some stellar work, and he's still full of great ideas... so, the future is bright for this one.

Alpha version screenshot of the 3D skin preview feature.
In the end, I would like to ask you guys to check out our IndieGogo campaign and also to share the word about it.


Thursday, March 24, 2016

Mods Studio IndieGogo campaign is live!

Hey guys!

We have just launched an IndieGogo campaign for Mods Studio. Mods studio is a name we have given to the collection of ATS and ETS2 Studios.

It will help us speed up development of ATS Studio as well as new features for both ATS and ETS2 Studios. Please take a look:

Mods Studio for ATS and ETS2

also we have a new website:

Sunday, January 17, 2016

Sunday, January 10, 2016

ETS2 Studio V Released

Hello friends!

We're happy to announce a new version of ETS2 Studio. This version is named Caddellac - a tribute to our resident developer and green meanie - Cadde. At the same time, we're implying that our tool is the Cadillac of ETS2 tools. :)

Last minute surprise!

In the release notes for the public beta, we have announced that the new Mod Editor is the main new feature of this version. But, just hours ago, we have added three new trailers and also upgraded our Mod Merge tool.

What's new in V 0.7?


  • New tool: Mod editor
  • Windows explorer integration
  • On-line checking for updates (in Version Info dialog)
  • Removed the ability to lock the mods created with E2S

  • Trailer tool:
    • New trailer: Container by MDModding
    • New trailer: Fridge by MDModding
    • New trailer: Schmitz by Rommi TZ
    Truck skin tool:

  • Truck skins can not be free any more. Minimum price is 1.

  • Mod merge tool:

    • Added option to overwrite conflicting files

    Templates and resources:
    • Included all default SCS cargoes as templates (can be found in templates folder)

    Famous last words

    I am truly grateful to all people who supported us so far, either by contributing to the project with their work, or with donations. You guys keep this project moving. In less than a month, a new game by SCS Software is coming out: American Truck Simulator. If you have missed it - you can get a free DLC for it just by following it on Steam. Our big wish is to create a similar mod tool for the new game as well. At the same time, we want to continue development of new features for E2S as well...
    Last version of E2S was downloaded over 26000 times in just over three months, so we have a lot of users that are expecting new features and updates. :) It looks like interesting times are coming.

    I would like to finish this post by thanking Cadde for his work on this latest version of E2S. Without his coding skills I would not be able to make such a great release! Also, I want to thank Matdom1988 (MDModding) and SiSL for the content they created for this release. Lastly, I want to thank all the users on our forums for testing beta releases and providing valuable feedback to us.

    If I forgot anyone, I apologize. My brain cells are running on low at the moment. :) I promise I'll make up for it.

    Head over to the Download page to get your fresh copy of E2S! :)


    More information about new features will be posted in the following days. :)

    Tuesday, January 5, 2016

    Public beta of ETS2 Studio 0.7 available

    Hello! For all interested, there is a fresh public beta available on our forums for you guys to try out!

    More information and a download link can be found on our official forums.

    Sunday, September 20, 2015

    ETS2 Studio V Released

    Howdy partners!

    We're getting better at this! This time, it took us only four months to come up with a new version. And, what a version it is! To see what we have added in V.0.6.2, take a look at the post that announced the release of the beta version.

    Since the beta, there was a couple of fixes and tweaks:
    • New trailer: Aerodynamic by Matdom1988
    • Fixed missing trailer shadows in freight market
    • Fixed merge issues with CoolLiner trailer
    • Added right-click menu in cargo editor with option to select all companies
    • Fixed bug with truck template editor - now it works with Mercedes Antos by D3S Design
    • Fixed bug with wrong cabin internal name for Scania T by RJL
    • Added trailer skin templates in a folder named "Templates"
    • ... and some other minor fixes ...
    So, where can you find this new version of ETS2 Studio?
    As always: on our Downloads page!

    Don't forget - one of the major features of this release is the possibility to add your own trailers to the application. To read a bit more about the whole (quite complicated) process, take a look at the blog post where we describe the nuts and bolts of our trailer template system.

    The last version of ETS2 Studio (v0.6.1.8) generated 26005 downloads. That's a staggering number that took us by surprise. Of course, we want to know what our users think, and that's why we have prepared a little...

    ETS2 Studio Poll

    It's a 10 question poll that will give us valuable insight into what you think about our little application. We would very much appreciate if you could spare some time and answer the questions. The poll is, of course, completely anonymous.

    Of course, feel free to visit our or SCS forums if you ever need any help with the use of E2S.

    Have fun! :)

    Saturday, August 15, 2015

    Nuts and bolts of the trailer tool templates

    Adding a trailer to ETS2 Studio is not easy at all. This feature is actually intended for experienced modders who know how trailers are created and who know their way around Blender. For the moment, trailer templates are compatible with 50keda's Blender2SCS plugin. In the future, we'll test how things work with SCS Software's Blender Tools as well.

    If you take a look at the folder structure of the application, you'll see that we have a couple of additional folders:


    Default folder is meant to hold trailer templates that we provide with the application. Templates folder is meant to hold templates that users add to the application. Includes folder holds the files that are used to include the trailers and traffic (AI) trailers to the game.

    If you take a look at the structure of a template, you'll notice that it's now structured like the exported trailer mod would be structured. It has the same file and folder structure, with the exception of some files and folders containing variables in their names.

    Variables like:


    Application replaces these placeholders with proper values when exporting mod.
    Also, the same variables are found in the sii files that are now a part of the template. Before, the application was creating these files at export, but now it just takes them from the template. This way, everyone can tune their templates however they wish.

    One of the most important elements of the template is the Search String. This is the part of the internal paths in PMD files, TOBJ files (...) that needs to be replaced with the new trailer Internal Name. Usually, the Search String matches the folder name where you originally exported the trailer with Blender. If unsure, you can always open some of the MAT files with a text editor and check the folder name in them.

    One of the material files in a trailer template mod has a line like this:

    texture[0] : "/vehicle/trailer_eu/coolln/textures/cool_liner.tobj"

    Notice the coolln in the path. That is the Search String.

    Of course, all PMD files should be exported from blender to the same folder, together with all other necessary files (materials, textures, etc...).

    I think that's basically it. Take a look, try it out, and let me know what you think. :)
    And, of course - if you need more info - just ask.