Welcome to the home page of Faelandaea. Here you will find information about me personally.

Category: ETS2 Mods

Setting Up Blender for ETS2 Modding

Before I begin, I originally typed all of this into a tutorial for replacing a default trailer in ETS2, but this section alone ended up so bloody long that I decided to make it into an independent tutorial.  As such, if you see the occasional reference to a project about a trailer, that’s why.  Just ignore those bits and continue on if you are here to just set up Blender instead of being here as part of the trailer tutorial.

I use Windows, so for the purposes of this article I will give Windows instructions wherever applicable for installing software and preparing directories. I also used the DEFAULT install location for my software. If you install onto other hard drives or directories, prepare to adjust paths accordingly during this tutorial.

The most critical program for many ETS2 modders will always be Blender. This is a FREE, open source software. I am currently using version 2.74 at the time of this writing. The latest version is available here:

https://www.blender.org/download/

At the time of this article’s writing, Blender is available for Windows, Mac OSX, GNU/Linux. The instructions for installing Blender are right below the download links. For windows users like me, simply download the package for your Windows (64 or 32 bit respectively), and run the installer – all set. By default it should have installed to: C:\Program Files\Blender Foundation\Blender.

Now for Blender2SCS, the Blender plug-in that will allow us to work with ETS2 models.

Before I go into this part, I want to make it VERY clear that, yes, SCS is developing and releasing a Blender plug-in also called “SCS Blender Tools”. A LOT of users in the community seem to be under the impression that this is going to replace Blender2SCS. It most certainly WILL NOT replace it. SCS Blender Tools is ONLY for EXPORTING, and will not import any ETS2 models. This software assumes you are already an advanced modeler and have created your model from scratch. In our case, we are beginners simply tweaking existing game models, so we absolutely need Blender2SCS to perform our work today. That said, lets grab Blender2SCS …

http://blender2scs.tk/download

The tutorials for Blender2SCS are very fast paced and assume you are already familiar with Blender and familiar with modelling. For the purposes of this tutorial, however, I will assume you are not a modeler and have never touched Blender. So don’t worry about the other tutorials for now. You will not need them for this project.

Another footnote: At the time of this writing the final version of Blender2SCS is v0.3.2. As far as I know this will remain the final version of Blender2SCS. 50Keda, the author of the plug-in, has been brought on to the development team for ETS2, and as far as I know has ceased working on this plug-in altogether. If I recall correctly, he is helping with models and such over there, as well as progress on the above mentioned Blender Tools, which as I stated before have left beginners in the dust and will no longer give modders the ability to import or edit current game models. As such, I am not sure how much longer Blender2SCS will work for ETS2, but currently I am running v1.18x and I can still work with anything in the game except prefabs. They changed prefabs and Blender2SCS no longer has the ability to edit these.

Okay, do you have the file downloaded? It should be “blender2scs_addon_v0.3.2.zip”. Extract the file (I just saved it in it’s own folder and used “extract here” with the WinRAR context menu). It should contain a single folder called “io_scene_scs”.

Take this folder and copy it over to:

C:\Program Files\Blender Foundation\Blender\((YOUR VERSION HERE))\scripts\addons

Obviously ((YOUR VERSION HERE)) is your current version you are using. Blender, by default, installs a new version into its own directory. I started using Blender at 2.72 on my current install of Windows, and am now using 2.74, so in my case it is important for me to make sure I choose my 2.4 directory to install this plug-in. Anyway, right, so just copy that “io_scene_scs” folder (folder and all) to the \addons\ folder and lets continue.

Okay, right, so Blender is VERY VERY HIGHLY versatile. You can customize the interface to your heart’s content. If you are already familiar with Blender, you might want to skip this section completely. if you are new to Blender, and you wish to duplicate the interface to be like mine so you can follow along, then read on and lets get set up!

Now open Blender. Time for a laugh. While I was writing this very sentence, I loaded factory settings and then out of habit accidentally saved the start-up file, so guess what! We’re going to set up our Blender together! Because I just lost ALL of my settings in a single click! Note to self – quit chatting on TeamSpeak while working with tutorials.

First, I am going to move my Outliner window. The Outliner window is the tree that shows all the parts of the current scene in a directory structure sort of way. Now, I understand that there are ways to capture a mouse cursor in screen-shots, but rather than trolling Google to find out how, I’ll just use Photoshop to show you what I am talking about and where, so we can get moving along with this.

Okay, so in the upper right of the main window of the scene you should see a small triangle (circled in the image below). Click and drag it left and it should create a DUPLICATE of the current scene window.

blender02

Just drag it about as far as the right window so it looks a bit like this:

blender03

Now we get to change this to an Outliner window. Click the editor type button below:

blender04

Click on this and choose “Outliner“. Your Blender should now look like this:

blender05

Notice something? Yup. Your have 2 Outliner windows. Why did I have you do this? because we’re getting rid of the other one so we have a larger tree for information on the right. As you can see we have PLENTY of space in the main scene window for editing, so this set-up will give us more real estate for tracking information on the right. So lets get rid of the second Outline window by doing this: Take your mouse cursor and hover over the separating line between the small Outliner window and the Properties window. Since I cant take screens of my cursor, just look for the icon that looks like 2 arrows.

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Now RIGHT click and you should get this menu:

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Select “Join Area“. Now hover your mouse over the small Outliner window. It should look like this:

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Click that area and your window should now look like this:

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Now lets get rid of the default objects in the scene. We will never need them for anything ETS2 related, and you can always load factory settings later if you need to work with regular modelling. Just … don’t do like I did and overwrite your start-up file with backing it up first ~sigh~

On the new Outliner window you created, RIGHT click “Lamp” and select “Delete“. Do the same for “Cube” and “Camera“. You should now have a blank scene, ready to start working:

blender10

Now it is time to prepare our Blender2SCS Plug-in. In the main menu at the top, go to File–>User Preferences. You can also access this via CTRL+ALT+U as a short-cut. In the window that pops up, select the “Add-ons” tab. In the upper left of that window should be a search box. Simply search “SCS”. In your case, you should only see ONE result. In my screen-shot there are two results because I also have Blender Tools installed, although I never use it. Regardless, you should now see an entry for “Import-Export: Blender2SCS: SCS software model import/export“. Now at the bottom, click “Save user Settings” It should now look like this (again, you probably do not have the ‘SCS Tools”. Don’t worry about that. It’s useless right now anyway unless you are an advanced 3D modeler making stuff from scratch).

blender11

Now, you probably remember the common saying, “Save your work often!” Well, your interface is NOT saved so far!!! If you accidentally close your Blender now, you’ll lose all the settings we just did, so lets save it! Either press CTRL+U or go to File–>Save Startup File. Now here is where Blender gets weird. When you select “Save Startup File” from the menu, it brings up what looks like a small pop-up menu. If you move your mouse OFF of this menu, it will disappear and NOTHING will be saved!!! Be sure to carefully click this to make sure your Startup file is saved. Either that or use the short-cut method of simply doing CTRL+U then press ENTER. Now you can verify everything saved by going to File–>New. As with above, a small context menu will pop up saying “Load Startup File“. Click this and – since nothing changed – our interface should refresh exactly as we just left it. CTRL+N is the short-cut to do this also. CTRL+N then ENTER.

Great! Now lets set up the windows for the plug-in. Oh . . . bugger . . . I can’t seem to access them. This is because you actually need an SCS model loaded into Blender to even see the SCS modules for editing. So lets temporarily load in an SCS model. Remember that work directory you did earlier? Time to dig into those files! This will also act as a quick and dirty test to make sure we can use the Blender2SCS plug-in correctly.

Let’s go to File–>Import–>SCSoft Model (.pmd).

blender12

We’re going to accomplish 2 things with this import. First, we’re going to Bookmark our directory, so that you will only have to do this navigation once. Second, we’ll bring in a model so we can set up the rest of our interface. So, first, navigate to your work folder. Earlier I used a directory named “ETS2 Core Files” for my screen-shots, but now I am going to use the actual directory where I extracted the files I work with currently, which is actually my scs_extractor directory. Regardless, navigate to your work directory. Once you get there, the folders should look like this:

blender13

Before we go any further, lets set this as our Bookmark and our SCS Base Path. The Bookmark will save permanently, but I do want to mention real quick that if you have to close and restart Blender for any reason, you’ll always have to reset the SCS base path when loading. First, let’s set the Bookmark. To do this, simply hit the “+” under Bookmarks. This should place a bookmark that is titled as the folder you are Bookmarking.

blender14

Now, any time we need to load a default game model, we can click our bookmark. We also need this path every time we import ANY mod, even third party, so it is definitely handy to have this bookmarked! Now, let’s set the path, so that this instance of Blender knows the root path of all the supporting files for the model we are about to import.

Click BOTH “Set as mod Path” and “Set as SCS Base Path“. Both are important for two reasons. MOD path is used to show the root directory structure for the model you are loading in. If you are, for example, loading in a third party mod, then you would navigate to the root directory for that mod THEN click this button. But in this case we’re loading in a model directly from the default game, so in this case, our base directory IS our mod. The SCS base path needs to be set the same ANY time we import a model, third party or default. This tells Blender where to go to look for textures, materials, etc. that are called upon by the model but not saved as part of the physical mod we are importing.

blender15

Now that Blender know how to look for supporting files, lets pull in the actual model. Since we’re going to work with a trailer for this tutorial, lets pull in the trailer we’re about to replace. So navigate to \vehicle\trailer_eu\krone\cool_liner\. Here you should see 5 files. cool_liner.pmd is the most detailed model for the trailer. ui_shadow is simply the specific shadow texture this trailer uses to cast a shadow on the ground. The files that have “lod” in the file-name are lower poly/detail models. Their purpose is performance.

I am going to digress a moment for a moment here, so if you are already familiar with LOD in gaming, then skip this paragraph. If not, and you are curious, then let me explain now … You see, as you get further away from an object in the game, the need to see really small details on that model disappears. The more detail you have in a model, the more performance it takes on your computer to render it. Well, if you are, say 100 meters away from a trailer in real life, you probably aren’t seeing individual rivets and seams on the trailer as much as you are simply seeing, well, a trailer. We use this philosophy to create “instanced” renders of objects based on distance in the game. In the case of this trailer, the main file has the most detail. LOD 1 has slightly less detail, but still uses individual tires, etc. LOD 2 is even less detail, still uses game tires. LOD 3 has the least detail, and has static tires on it that are also lower detail. As a result, as you are approaching a city or industrial area in ETS2 that has a LOT of trailers rendered, it renders the lowest, best performing models at the greatest distance, and as you approach the trailer, it renders in more and more detail. On a good performing PC, you don;t even notice the transition. Slower PC’s may see a “pop” as if the trailer were “refreshing” somehow, but the concept is still the same. Now you know how LOD works! Let’s get back on track then.

The reason we are pulling in this model is simply to set up our interface, so rather than pull in a detailed model lets pull in “cool_liner_lod_03.pmd”. It’ll load the fastest and get the job done. In fact on faster computers it should load within a few seconds. We should now see our scene like this:

blender16

Now right now you are probably taking a break from reading and excitedly trying to pan around and check out this cool model. It’s kind of exciting the first time you dissect something from a game and look at it under your own control. But you might be having trouble zooming and panning. Don;t panic! I’ll explain that stuff when we get that far, but we’re focusing on interface right now so lets get set up!

In the Properties window on the right, click the “box”:

blender16a

Since we’re working primarily with SCS models, I want to move mine up in these windows so I have SCS specific model control readily available without scrolling for them. If I scroll down, I see a bunch of sections SCS related:

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I work the most with selecting variants of the model, especially on models like this one (a perfect example) that have LOTS of looks. So I keep these at the top. The following strip shows my entire order without having to use multiple shots to flip through. I’ll also use this format to show other tabs as well when we set those up:

blender18

Okay. For the next part we need to select a part of the model. In the Outliner, expand “cool_liner_lod_o3” (click the little “+” to the left of the name). Now expand “GENERIC”. Now select “Model4.0”. Now that we have that highlighted, your screen should look like this:

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At this point I decided my windows weren’t wide enough, so I widened them up a bit by just dragging the edges a bit to the left. Now I am selecting the Materials tab:

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I am not going to bother editing a long strip here. Only 2 sections here were worth it for me to move: “SCS Material Tool” and “SCS Materials”. I just moved them both up until they were right below “Preview”:

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Now lets go to the texture tab:

blender22a

Again I’ll just use a strip to show my order of things:

blender22

AWESOME!!! Now we’re ready to save our final Startup file! Oh wait . . . we still have a model imported. We don’t want it being imported every time we start Blender so let’s get rid of that. RIGHT click on “cool_liner_lod_o3” then select “Delete Hierarchy” This is crucial to delete the whole model and not just the part, so be sure you select the Hierarchy option to delete. Now we can right click and delete “SCS_light_diffuse” and “SCS_light_specular”. These are individual items so it is okay to select either “Delete” or “Delete Hierarchy“. Both will get rid of them just the same.

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I also got rid of the playback window at the bottom by splitting it then joining the Scene window and Outliner window to the parts.

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In the end, Blender should look like this, and will look like this every time we start it up:

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We are now ready to mod in Blender. Good job! Now we can move on and I can continue the tutorial on replacing a default trailer in ETS2!

ETS2 1.14 Game Changes – Part 1 – Trailers

While everyone else is getting excited and huffing and puffing over an axle, I wanted to focus on things that everyone in general shares an enjoyment for in ETS2 – hauling cargo. To make this successfully happen, modders have made lots of standalone and AI trailers that greatly increase the immersion of ETS2 .  In game update 1.14, SCS has changed the structure a bit on how these mods are written.  To help others pick up on the changes and to get into compliance with the new ETS2 structure standard, I decided to hit on the code a bit.

Basically what has changed about trailers is simply the assignment of trailers to cargo and how they are written in. It’s NOT game breaking though, and on the old format I still have my trailers and cargo.

When loading a game with AI made by the current ETS2Studio, you get warnings like these:

00:01:32.966 : Cargo ‘cargo.dns_poof.fireworks’: vehicles list is not empty! The list should be defined using the new directory-based mechanism.
00:01:32.966 : Cargo ‘cargo.dns_poof.explosives’: vehicles list is not empty! The list should be defined using the new directory-based mechanism.

If you are one of those with a LOT of packs, such as the entire Jazzy Pack collection, and combined with all the cargos I have added with ETS2 studio, this blasts your log with literally thousands of lines of these warnings. However the game will continue to function and you will still see and get jobs from your custom trailers, so for now users CAN continue to use the current version of ETS2 Studio to make new AI and trailers.

The changes:

The old structure was just /def/cargo. In /cargo you had the files that told the cargo AND the trailer that hauls it. If you wanted to add the trailer to a group, you had to do it manually, but in the end it looked like this:

cargo_data: cargo.aero_dynamic.beef_meat
{
name: “@@cn_beef_meat@@”
vehicles[]: trailer.aero_dynamic
mass[]: 21000.0
fragility: 0.2
price_coef: 1.261
group[]: refrigerated
}

Now in /def/cargo there is a new layer of folders. We’ll get to those in a moment, but in the /cargo folder itself for the cargo definitions the sii files now look like this:

cargo_data: cargo.beef_meat
{
name: “@@cn_beef_meat@@”
fragility: 0.2
price_coef: 1.261
group[]: refrigerated
}

See what’s missing? Yep – the trailer assignment. They took the trailer OUT of the file and made it in it’s own seperate tree, making more files to keep track of, which brings us to the new folders. For this cargo, beef_meat, there is a folder for it, so we go to /def/cargo/beef_meat and there we see an sii file for every trailer we want to haul that cargo. In the default game’s case, there are two – aero_dynamic.sii and krone.coolliner.sii. Let’s pop open the aero:

SiiNunit
{
trailer_def : .aero_dynamic
{
trailer: trailer.aero_dynamic
mass: 21000
cog_height_offset: 1
}
}

So there we have it. The change seems simpler now after I typed this. Basically what SCS did was take the trailer specifics out of the individual cargo def and make it an independent file. For those with large packs, such as jazzy, it’s going to be a process to go through and convert everything. But for people going forward creating stuff from scratch, you just need to remember to create your trailer defs for the file seperately.

Disadvantages: Those with already existing packs have to convert a LOT of stuff

Advantages: Future additions can have a quicker workflow over controlling what trailers haul what cargo. If you decide that you want only the cool liner hauling the beef (Where’s the beef??? – remember that commercial?) then instead of opening and editing the cargo def, you just delete or rename the aero file from .sii to .bak or something. Another advantage here is if you are troubleshooting a buggy trailer, you can essentially use this method to enable/disable a trailer without having to worry about editing code in and out of the cargo def file and risk corrupting the entire cargo and other trailers hauling it.

Besides that – everything else about the cargo/trailer ETS2 structures seem to be the same. 🙂

I wrote this article initially from a discussion on the SCS Forums for ETS2 Studio. For the developers there, I believe it should be as simple as assuring the future xml code for the Studio tosses the trailer’s info into that seperate folder and file accordingly and all should be well in the life of the game.log.txt 🙂 We’ll have to wait and see, but for now this information should help those who wish to manually get up to speed on their trailer mods.

ETS2 Scania Interior Superpack

Just a video showing my progress on my accessories mods. This is, of course, WIP and as I improve so will the mod.

Please do NOT ask me for this mod. Due to copyright I cannot upload or distribute any of my mods, freely or otherwise, as the licenses for the products used are for personal use and the authors have explicitly stated that they do not wish their mods used third-party. I respect author wishes and as such will not upload any mods.

Scania Engine Sounds

I have received comments from folks who have watched my Youtube videos from in game, and stated that my Scania doesn;t sound like a Semi, but instead sounds like a hot rod. Actually . . . it does sound like a Scania now with the mod i am running. For anyone who doesn’t believe me:

And the mod I am using for comparison:

PRESENTING THE FLEET!!!!!

As some of you know I have been modding like crazy for a few months now on Euro Truck Simulator 2. The prior posts showed dabbling with reskinning default trailers and adding some shine and polish. Now I have decided to destroy the mod entirely. The DEF files were getting confused and errors started popping up, so with the assistance of ETS2 Studio and Blender2SCS I have accomplished in a few hours what took me 2 months to even think of.

So without further ado, I present the Dragon Naturally Shipping Fleet:


Aerodynamic Liner

dns_aero dns_aero2

Replacing the default ETS2 Aerodynamic trailer is this sleeker model, with a better cooling system and frankly more storage space for cargo.


The Transporter

dns_audi dns_audi2

Yes, the pun IS intended.  If you have seen “The Transporter” movie series, then you will easily recognize this car.  While i could not find an exact A6 to load on here (the A6 is what is used in the movie), I did manage to work with these A3 models, which are almost exactly like the A6 visually, as far as low poly models are concerned.  I also managed to get them skinned in black and silver, with a very nice wax.  The trailer is the default ETS2 trailer re-skinned.  I tried like the blazes to add a DNS sign to the railing, but for some reasons Blender hated the use of the Image-To-Plane plugin, tossing out mipmaps at every attempt to run in ETS2.  While the game worked and the sign showed, the errors in the log drove me nuts, so I deleted the signs.  I will manually create the surfaces and apply the signs later.


Schmitz Bodex

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This is about as artistic as you will see an open-top trailer, most likely.  I have assigned her to haul cargoes of grain, sugar and fresh produce.


Large Transport Container

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DNS has completed R&D on ways to better ship your cargo in a more efficient manner, while keeping it safe from prying eyes.  This titanium steel armored crate should do the trick for the larger loads.  To add to that, this container has its own temperature control system, as well as established methods of packing so even if the container gets rammed by a stupid driver, your cargo stays safe.


Small Transport Container

dns_boxsmall dns_boxsmall2

This is the same concept as the larger container, only for smaller loads.  Don;t let the small size fool you.  The security on this crate is just as intense as its larger counterpart.


Brick Trailer

dns_brick dns_brick2

This is another default ETS2 trailer re-skin.  As with the Audi transport, I intend to manufacture signs to add to the sides of the trailer at a later date.


Cement Cistern

dns_cement dns_cement2

At DNS we are prepared to meet your heavy construction needs.  Let your cement travel in style in this high-grade steel and chrome cistern.  Yes, it IS the default ETS2 cistern, but with remapping done to the textures to allow for better control over painting.  The result:  Probably the only cement cistern I can stomach to look at.  I also found a VERY old mod of an American cistern, and plan to see if i can add her to the fleet later on as well – a 53 footer!


Chemical Cistern

dns_chemical dns_chemical2

This trailer was my first attempt to play around with themed divisions in addition to my fleet logos.  The result had me surprisingly eager to load the game up and find some chemicals to haul.  I am usually not a fan of chemical runs, but this trailer, with higher grade design and durability than the default ETS2 trailer, has me just as willing to pick up the job when it is nearby.


Futura SR2

dns_cool dns_cool2

Replacing the Krone Cool Liner, this SR2 has much better appeal to our customers and drivers alike!  Sporting a Thermo King cooling system, higher grade materials and safer features, this trailer is the workhorse of the DNS fleet alongside her dry counterpart, the Dry Liner.


Chemical Cistern

dns_crecycle dns_crecycle2

This chemical cistern is a prototype being tested for our HAZMAT recycling division.  Since I first mde this post I made a lot of changes to her, modeling her theme after the Fuel Cistern.


Krone Dry Liner

dns_dry dns_dry2

Remember when I said the SR2 was the workhorse of the fleet?  Well, she is, but she is very closely accompanied by the non-refrigerated variant of the Krone trailer line.


ENO Energy Wind Turbine Parts

dns_enoblade dns_enoblade2 dns_enorotor dns_enorotor2 dns_enoturb dns_enoturb2

ENO Energy is part of the wind energy manufacturing quickly growing in Europe.  While the blade haul is MUCH shorter than the Vestas variant, the rotor and turbine parts are the same size, making for challenging heavy haul deliveries.


Food Cistern

dns_food dns_food2

Launching the DNS Agricultural Division, this food cistern is often seen on the roads of ETS2 hauling fresh milk.  At the special request of a special someone, there’s also a charge for Izzy Soda!  if she could, she would order Izzy in bulk just as I would order milk by the fleet-load!


Fuel Cistern

dns_fuel dns_fuel2

Now THIS is more like it.  This is where I want to see the recycling cistern end up soon.  This trailer has just the right balance between paint and chrome, not overdoing it either way.  I doubled her texture size for quality, and added serial numbers for the various companies.


Packed Glass Trailer

dns_glass dns_glass2

If you are like me, then hauling packed glass has about as much appeal as going to work the next morning at a fast food joint.  I never was a fan of the glass trailers, and always found them dull and very uninteresting in every way.  However, in my efforts to try to cover all of the areas covered by the default ETS2 cargo manifest, I ended up tinkering with one to try.  The result is actually rather nice, though I am still working on it.  This trailer was my first-ever glass haul since i started ETS2 – no joke.


The Goosenecks

dns_gn1 dns_gn1a dns_gn2 dns_gn2a dns_gn3 dns_gn3a

I have yet to add the tank cisterns to this portion of the fleet, but the containers have been upgraded . . . slightly . . . okay very slightly . . . They now have titanium steel armor reinforcement, controlled directional ventilation and other added security.  When you ship with DNS, your load gets there!  And if someone heists the load, lives were definitely lost doing it, and we’re not talking about the lives of DNS employees 🙂


Jumbo Curtain-side

dns_jumbo dns_jumbo2

Other than looking really badass, there is nothing too spectacular about the Jumbo Curtain-side.  She does have the added benefit of taking any load the rest of our dry-haul fleet can do, but in larger quantity.  She can also fit vehicles inside her as well for those customers who want either discrete transport or are so snobby they don;t want rain to hit their precious windshields.  Whatever.  If the customer pays, we get the job done and have the equipment to do so.


Logging trailer

dns_ltlogs dns_ltlogs2 dns_ltlumber dns_ltlumber2 dns_ltpipe dns_ltpipe2

Not much to be said on this one.  It’s just a default ETS2 trailer, re-skinned to match the fleet, and made standalone with the cargo physically attached to the trailers.


Universal Platform Trailer

dns_platform dns_platform2

This trailer essentially replaces the default Platform Trailer, adding much more detail.


POOF!!!!

dns_poof dns_poof2

What?  Can’t I name a trailer poof?  Well, too late.  I did!  As with the Brick trailer, this is simply a re-skin of the default ETS2 explosives trailer.  hauling explosives is SO much more cooler looking now . . .

dns_poof3


Vestas Parts

dns_vesblade dns_vesblade2 dns_vesrotor dns_vesrotor2 dns_vesturb dns_vesturb2

Thanks to Roadhunter bringing this great trailer to ETS2, DNS signed an exclusive contract to haul Vestas parts into the most dangerous of areas.  hey, just because you saw a cool wind turbine on a mountaintop does NOT mean it was easy getting it there.  As with the ENO, this is a re-skin of the trailer.  I also recolored the rotors to match the Vestas theme.


That’s all, folks.  Unless I come across another trailer I REALLY get impressed with that I absolutely MUST have in my fleet, this pretty much wraps up the fleet project.  Now I plan to reskin the entire fleet in a sci-fi theme for a local friend that also drives in ETS2.

My next project will be an overhaul of the companies in ETS2.  I have no clue why, but every “real-company” skin mod for the in-game companies and their logos seems not thought out at all.  I have issues with John Deer, CAT and JCB being a Lumber yard, Quarry and Construction site, respectively.  That’s not at all “real”.  And in these mods the grocery distribution center becomes DHL . . . okay THAt one is not so bad.  But the factories also become logistics hubs, when they should be . . . factories.  I think the only three companies that managed to stay within expected realism in these mods were UPS, Fed Ex and the refineries.

Stay tuned for screens of the progress on this project.

I also plan to wrap up the rest of the DNS truck re-skins on all trucks EXCEPT Iveco (don;t even ask – it’s not going to happen).  Renault BARELY made it into the fleet after getting some cool Chassis and engine upgrades that made it look like a truck and not just a REALLY fancy homeless person’s box on wheels.

See you soon!