1. Euro Truck Simulator 2
  2. News

Euro Truck Simulator 2 News

Nordic Horizons: Churches of the North

In today's blog, we take you to the north of Europe again with another behind-the-scenes look at the Nordic Horizons DLC! This time, we have a preview of some of the beautiful churches you will come across on your travels through this upcoming map expansion for Euro Truck Simulator 2.


From historical landmarks to modern masterpieces, you will find some amazing architectural gems in the northernmost part of Europe. Our asset and map designers have done an incredible job recreating these churches, taking inspiration from their real-world counterparts. Among the older ones, you might recognize the Trinity Church in Vaasa. Can you identify some others?


These sacral buildings often dominate their environment. You don't want to miss out on those beautiful structures when passing by in your truck! The architecture of the more modern ones is quite unique and impressive - take a look at the Arctic Cathedral in Tromsø or the church in the city of Geilo - but there is more to discover!


Whether built centuries ago or in recent decades, these churches are not only a religious place but also an architectural heritage of these northern countries.

We hope you have enjoyed this little sneak peek into this upcoming map expansion for ETS2. If you are excited about the Nordic Horizons DLC, make sure to add it to your Steam Wishlist! Stay tuned for more updates by following us on our Twitter, Facebook. Instagram, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. And be safe on the road!

https://store.steampowered.com/app/2780810/Euro_Truck_Simulator_2__Nordic_Horizons/

Under The Hood: Cargo System Redefined

Today, we are happy to take you for another look Under the Hood! This time, we bring you an interview with some of the members of our team who are working on the redefined cargo system for both ETS2 and ATS in the upcoming 1.54 update. So without further delay, we'll let the experts explain what this new system is all about and take you behind the scenes of their work!


As our games continue to expand, the number of cargo types and trailers has grown significantly, making the old system increasingly difficult to manage. To understand why a change was necessary, it helps to look at how the previous system worked.

Until now, what seemed like the game combining a trailer with cargo, such as a piece of machinery, was actually a manually created model, with each trailer-cargo pair stored separately on disk. This approach required an enormous number of unique models, making it harder to add new content efficiently and taking up disk space.

Programmer Simon, also known as 50keda, who worked on this task from the very beginning, explains this in more depth.

"In our world, every cargo must be attached to a trailer in some way. The way cargo is visually linked to the trailer, including the chosen model for loading, is part of what we call the cargo system. This system manages how visual models of cargo are connected to the appropriate trailers, playing a role in the broader economy. As our projects expanded, the number of cargo and trailers increased to the point where the older approach became unsustainable. Managing the growing combinations of trailers and cargo became overwhelming, leading to longer release times and affecting the order in which new cargo and trailers could be integrated," he shares with us.


Smety, our Senior Vehicle Artist explains that this issue has been a growing problem for some time and needed solving. "Things were getting complicated with the arrival of new cargo and a lot of new branded trailers to the game. Each cargo was attached to all trailers of that type, meaning if we had 3 flatbeds, we also needed 3 specific cargo models - and every cargo variant usually has two or three visuals. Plus, we have branded trailers so the combinations were reaching huge numbers. I had the task of reworking the trailers."


Our goal was to simplify the process of connecting new cargo and trailers, eliminating the need to manually manage their combinations, as Simon explains here: "We could achieve this by having the code automatically merge cargo and trailers based on simplified rules, rather than creating separate models for each trailer type. This means that each cargo will define its own model, loading methodology, and lashing method. While this approach may have some initial challenges and might not be perfect at first, it lays the foundation for future expansion and improvement. For example, when loading cargo programmatically - such as a pallet - you will only need to model a single pallet. The code will then determine the correct number of models and position them on the trailer according to the chosen loading methodology."

So the new system's biggest advantage is that it no longer requires our 3D artists to manually create pre-baked trailer-cargo pairs. Instead, it dynamically matches any compatible trailer with any compatible cargo, procedurally decides its placement and generates believable lashing elements which will make the work of our vehicle team much easier.

Our producer, Karel, coordinated the project and played a key role in overseeing its progress, helping to ensure a smooth completion.

Karel - Producer

"When I joined the development team, I was initially just curious about how wooden logs would be handled in the new system, as I was mainly working on a related feature which is the dynamic cargo (un)loading. However, when I realized the massive amount of work required - replacing thousands of combinations of cargoes and trailers with just a few hundred "smart" ones - I took over production responsibilities so Simon could focus primarily on development. This included providing time estimates, planning, tracking progress, getting more 3D graphic vehicle designers and testers involved, scheduling the release, and more. And of course, a huge shoutout to our QA team, who took on the heavy task of testing all combinations and reporting countless issues," Karel shares with us.

Naturally, we also had to rework the cargo models to ensure they function seamlessly with the new system, which automatically pairs cargo with trailers. Matěj, our 3D Graphic Vehicle Designer, took on this task.

Matěj - 3D Graphic Vehicle Designer

"Instead of creating six or more different cargo models, I designed a single version and, when necessary, split it into multiple variants for more diverse cargo - such as two versions of air conditioning units. After finalizing the model, I checked to ensure everything was in order and placed special locators to define how and where the cargo would be secured to the trailer. The system then dynamically distributes the cargo based on its size and weight and the trailer's length. This new approach simplifies the creation of cargo models and allows for greater variety in the game," Matěj tells us.


Petr, another 3D Graphic Vehicle Designer on our team, is working on the same task - and, in his own words, he's enjoying it.

Petr - 3D Graphic Vehicle Designer

"I joined the New Cargo System project between August and September, working alongside Smety and Simon. My primary task - then and now - is converting existing cargo into the new system. It was an exciting shift for me, moving from 3D modelling to actively developing a new game feature, which I found both stimulating and fun," says Petr.


Our programmer, Max, played a key role in integrating the new cargo system into the games' economy, among other tasks, as he explains below.

Max - Programmer

"The main part of my work on the new cargo system was its design and connection to the rest of the game. Automatic placing and lashing of independent cargo models should simplify any modelling work for the future. Recalibrating the economy data ensures it should work with all current cargo and trailer combinations. There are some issues remaining, so we definitely have plans for improvements for the next time," Max says.

This change will significantly boost the work of our vehicle team as it allows them to create even more cargo and trailer combinations as we continue expanding our games. While there may be issues in the first iteration, it's a worthwhile goal to refine the system, as it not only improves efficiency but also saves disk space and memory by eliminating the need to store countless pre-made combinations.

Simon teases that this project may lead to other possibilities for both of our games. "For now, we're focusing on reworking all cargo and trailers to be compatible with the new system while ensuring they look visually believable. That said, the cargo system opens the door to countless possibilities. This project will definitely be integrated with dynamic cargo (un)loading, and we aim to improve the way we calculate how many items can fit on a trailer. Currently, the logic is fairly simple and won't be accurate in every case, but it already showcases the system's potential. With a bit of imagination, this could even lead to some level of player interaction - but we'll see where it takes us."


We hope you enjoyed this behind-the-scenes look into the new cargo system from the point of view of our colleagues who work on it. Make sure to stay connected with us for all future updates by following us on Twitter, Facebook, InstagramBluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. We'll see you on the road!

SCS On The Road: IVECO Industrial Village, Design Center & More

Today, we're excited to release a new episode of our SCS On The Road series! Join us in Turin, Italy, as we are given a tour of the IVECO Industrial Village, Design Centre, museum and more. We also had the special opportunity to get up close with the IVECO S-Way, which we recently added as a free addition for all Euro Truck Simulator 2 owners.


Join Oscar, our Director of Global Partnerships, as he takes us behind the scenes to reveal how our team gathers reference material. He also sits down with Max Praz, IVECO Academy Director; Marco Armigliato, Head of Industrial Design; Giuseppe Bruno, Creative Design Manager; and Alessandro Pili, Surface & Virtual Design, to discuss the history of IVECO, the intricate design and creation process, and much more.

[previewyoutube][/previewyoutube]
We are incredibly grateful to the team at IVECO for inviting us, allowing us to film and share this experience with you, and for their warm hospitality during our visit. We hope you enjoy this episode and appreciate your continued support for this series. If you liked the video, be sure to subscribe, hit the like button, and leave a comment, we’d love to hear your thoughts! We’ll see you soon for the next episode. Until then, keep on truckin'!

https://store.steampowered.com/app/3354860/Euro_Truck_Simulator_2__Iveco_SWay/

Under the Hood: Parallax Interiors

When driving through a virtual city, the details make all the difference in making it feel alive and immersive. One of our latest additions to our truck simulation titles is the introduction of Parallax Interiors, an innovative way to render detailed interiors through windows using a clever illusion. This enhances the visual depth of buildings in Euro Truck Simulator 2 and American Truck Simulator, which you may have already spotted in recent releases such as the Greece DLC or our Return to Winterland World of Trucks event.


Today, we’re going Under the Hood on the process behind Parallax Interiors and exploring the research, development, and implementation that made this feature possible. We spoke with some members of the team behind this project. We will let them introduce themselves!


“Hi, my name is Sasha, and I work in the asset department of ETS2. My main focus is developing methodologies for solving various visual challenges. I collaborate with other departments on art-related tasks and occasionally take on different roles across various projects. During the development of parallax, I took on a role somewhere between an art lead and a project manager, helping to shape the process and guide the team.”


“Hi there, my name is Jan V. and my work at SCS for the last five years has mainly comprised high-level graphics programming with the occasional venture into internal tools development; more specifically, most of my tasks involve either researching and implementing new graphics features or improving existing ones, be it model materials or post-processing effects.”


“Hi, my name is Yurii H., and I joined the SCS Software team almost 3 years ago. I work as a 3D designer on the ETS Assets team. Over the past year, I've been focusing on specific tasks such as creating new menu scenes, working on the parallax project, and improving the interiors of assets.”


“Hi, I am Martin Č, I’ve been working as a tools programmer at SCS for over 5 years now. During that time, I’ve been mainly focused on supporting our artists by creating specialized tools in Maya and managing our asset pipeline with my colleague and good friend Petr B. One of these specialized tools was our so-called “Interior Window Tool” which allows artists to apply our new parallax interior shader to assets."

[h3]The Vision Behind Parallax Interiors[/h3]

What was the motivation behind creating these new Parallax Interiors? “The idea came from one of our colleagues, Wave, who was inspired by how other games, such as Forza, implemented a similar technology.” Sasha tells us “He built the first prototype, proving that this approach could work within our games. From there, we refined the process and expanded it into a full-fledged feature, so big kudos to him for that!”


“It is commonly said that real-time computer graphics is all smoke and mirrors. Whenever we see an opportunity to improve our visuals on a mass scale without having to necessarily compromise on performance, we deem it especially worth looking into.” Jan V explains, “Seeing as we are far from the only developers out there building a virtual world closely modelled after reality, noticing similar tech being widely adopted with impressive results in other games provided us with the inspiration necessary to decide on adapting it ourselves, perhaps even coming up with new improvements to the technique as a result.”


“Having a straightforward, universal way of both creating and rendering realistic-looking building interiors would hopefully enable us to save time on both the asset authoring front (not having to manually create each and every room behind each and every window) as well as the rendering one - with parallax mapping, many interior instances can essentially be drawn at once using a single piece of specially parametrised geometry, among other things. Considering that we had also been using an extremely simplified version of the effect in our games for many years at this point, upgrading to a more up-to-date look just seemed like the logical thing to do”

[h3]Where did it all begin?[/h3]

“In the early stages, way before the research and model artist crew got involved, we started off with a experimental phase” Jan V tells us " The team consisted of Wave and me, who took care of creating the initial textures and 3D modelling work. We were looking at what's realistically possible to implement, coming up with a basic list of requirements and procedurally iterating on what's called a vertical slice, an in-engine initial prototype used to represent what could realistically be formally implemented later into the production pipeline. In this particular case, this process consisted of taking an existing 3D asset and adapting it to use this new rendering technique.”

“Before starting work on creating parallax interiors, our programmers developed a shader, which we initially tested using simple blockout scenes.” Yurii H explains “Once the shader passed testing successfully, our researchers conducted an extensive study to determine the types of interiors we needed, their sizes, and how many would be required. Only after that did we move on to fully developing the atlas.”


“Our goal was to cover as many use cases as possible with the least amount of textures and tools.” Sasha explains “In other words, we needed to design interiors that would look natural and consistent across all countries, cities, and building types, in both ETS2 and ATS, while keeping the implementation as streamlined as possible. This required extensive research.


“We conducted a detailed study of interior types, their proportional distribution, and their relevance to both of our games. Beyond interiors themselves, our research extended to various types of curtains, blinds, shutters, decals, advertisements, and other related elements. The next step consisted of creating these interiors. Once we had a solid understanding of our needs, we began the process of assembling texture atlases to categorize interiors by type. This allowed us to create variations suited for different types of buildings, such as administrative offices, apartments, restaurants, and shops, while maintaining an efficient and manageable workflow.”

[h3]The Technology, Tools and Code.[/h3]

The implementation of Parallax Interiors wouldn't be possible without the work of our talented programmers and artists. To make Parallax Interiors easy to work with, Martin Č, one of our tool programmers, developed the Interior Window Tool for Prismtool, which is what we call our internal tooling here at SCS. “A lot of it is centred around Autodesk Maya which is used in-house to create assets for our games including trucks and other vehicles, buildings, props, roads, vegetation, characters, and more.”


Martin goes on to explain the creation of this specialized tool “First and foremost, I wanted it to be simple to use and understand. Under the hood, it is a tool that helps artists with the process of UV mapping, during which artists determine how textures are mapped to an asset. The resulting tool is therefore very point and click. Artists see an overview of all rooms which can be assigned to a group of faces (polygons - i.e. geometry in the 3D scene).”

“At first sight, it might look simple, but behind the curtain the tool needs to determine which faces can form a so-called “portal” into a single room based on their orientation and proximity. There is also some additional logic which tries to determine whether the faces can be on the same floor or need to be separated into multiple floors. Additionally, to push some boundaries, I was determined to add a “Randomize Rooms” button which would automagically assign rooms to windows for a large selection of faces. This is my magnum opus when it comes to this tool!”


“Another interesting challenge was adjusting the tool during its lifetime to various changes made to the interior shader by Jan V, who continuously came up with improvements and optimizations. For example, Jan added an option to disable glass on different windows. Later on, he added an option for the windows to be tilted at any angle. So you can have a roof window or a hole in the ground with a caveat that the room will be tilted along with the window. The tool was not written with these possibilities in mind at first and it involved some rewrites and interesting maths for this to be supported.


As mentioned, Jan was responsible for the shader itself. We spoke with him more about the technical aspect of this project, and how he helped developed it. “The secret ingredient at work here is operating within the boundaries of a tightly-defined problem space.” Jan explains, “most building interiors we see can be geometrically approximated as open boxes - that is to say, if we simply decide that all we need to know about a room in order to render it is its position, dimensions and texture, things suddenly get a lot easier!”

“Working off such a simplified model in the first place is what allowed me to implement a working solution as a real-time effect that is both entirely shader-based and light on texture memory requirements; in other words, the crux of the work is done by compact programs living on the GPU with very little external overhead. In addition to basic texture projection, the same rendering procedure also takes care of simulating proper interior lighting (adapted to time of day) as well as any objects covering the interior space, such as glass or translucent window curtains.”


"Before making this effect a stable part of our toolset, we had to define the right technical constraints and artist-driven parameters, balancing performance, visual fidelity, and creative freedom. Getting it production-ready was challenging, requiring multiple revisions of tools and shaders to resolve pre-production roadblocks as artists adapted existing models. Despite the challenges, the final result was worth the effort. My favorite part of developing graphics features is the freedom to experiment, blending artistic vision with solving complex technical problems."

[h3]Interior Design[/h3]

With so many types of buildings found across Euro Truck Simulator 2 and American Truck Simulator, creating a variety of interior designs to represent some of the more common shops, businesses, living spaces and more was an important task. We spoke with Yurii H to learn more about his role in creating them. "Although we had detailed research to guide us, it mainly served as inspiration for me." Yurii explains "My primary task was to design each interior from scratch and think about how to make the lighting more varied, since each scene needed three lighting variations, for different times of the day/night".


"Our selection criteria were roughly as follows: first, defining atlas types based on interior categories (administrative buildings, restaurants, shops, apartments)." Sasha explains to us "Then, segmenting each category by "price range", for example, deciding how many restaurants should appear high-end versus more affordable and which of these should be more prevalent. Finally, considering the size of each individual interior, and how large each room should be and how that would affect the overall atlas layout."

"Throughout this process, we had to keep one crucial aspect in mind: the atlases needed to be as generic as possible while still looking appropriate and believable across a wide range of scenarios where these interiors would be used. Once the atlas layouts were designed, discussed, and approved, we moved on to developing each interior individually."


"Once everything was ready, I created four renders, three for the lighting setups and one for the normal map." Yurii tells us "The time needed to complete an interior depended on its size, which could range from 1 to 4 sections, taking anywhere from 1 to 3 days in total."


"We encountered many interesting challenges." Sasha explains "To start with, we had only a very rough understanding of how to create these interiors in the first place, meaning we had to invent the workflow on the fly. Parallax mapping, while visually impressive, comes with strict limitations. What you see in the game isn’t actual geometry, it’s essentially a render projected onto the inner walls of a cube. Because of this, at certain angles and in specific conditions, the illusion can break, revealing noticeable distortions in furniture, lighting, and other visual artifacts."


"Fortunately, we dedicated plenty of time to pre-production and studied how similar technologies have been used in other games. For me personally, minimizing these distortions as much as possible was a key priority. We wanted to develop a toolset that would stand the test of time, remaining relevant for years both in terms of visual quality for players and ease of use for our artists. Beyond the technical challenges, what truly made this project special for me was the opportunity to collaborate with colleagues across different departments. It was inspiring to see the level of effort and enthusiasm everyone put into the parallax project — even knowing that, in the end, it would be just a minor background improvement..."

[h3]The Future of Parallax[/h3]

Will we continue to see Parallax interiors in the future and possibly more variety and additions? "Yes, absolutely!" Sasha tells us "New interiors will continue to be introduced with upcoming content, and we also have plans to rework some of the older assets, integrating parallax interiors into them. Over time, these interiors will become a standard feature across the game. As for new atlases, you can definitely expect more!". Yurii also goes on to share a little teaser with us, "Here’s a little insider info, these new parallax interiors will feature technology that allows them to be used not only behind "windows" but also in open spaces, like garages, which will further enhance the visuals in our game"


"Beyond generic atlases, we also have the flexibility to create specialized interiors, for example, for seasonal events." Sasha explains "You might have noticed some changes in this year's Christmas map, where we put together a holiday-themed interior atlas. You may expect more seasonal and event-related updates like this in the future. On top of that, we’ve been discussing expanding the functionality of the parallax shader itself. I’d love to spill the tea on those plans, but... let’s keep it a secret for now. ;)"


We'd like to thank you all for taking the time to read all about Parallax Interiors, and we hope you learnt quite a bit of the process involved in bringing these into virtual world! We asked the team to share a final message for you all reading.

"Thank you for your support, enthusiasm, and loyalty to our game. Seeing you enjoy what we create is the best motivation for our entire team. We always strive to make each new piece of content better and more exciting, and it’s truly rewarding to know that our work resonates with you. Love what you do, stay open to new opportunities, and enjoy every moment. Explore, experiment, and never stop seeking inspiration. Thank you for being with us — there’s so much more to come!"


If you enjoyed this Under the Hood blog, be sure to leave a message for the team, we’re sure they’ll appreciate your comments! We look forward to sharing more Under the Hood topics in the future. If you'd like to read previous articles, you can find them all here. Until next time, keep on truckin'!

Scandinavia Refresh: Meet The Team

Not so long ago, we announced that we have been working on the Scandinavia Refresh Project for some time which should smoothen the transition when crossing this map expansion's area to the upcoming Nordic Horizons map. Now, we would like you to meet the team working on the refresh of this region!


The team currently consists of eight people who have been refreshing the Scandinavia DLC for a few months. However, the production phase of the project began in January 2024, when just two people focused on this project. As time passed, more people joined the team. Today, some of them have a short message for our #BestCommunityEver.

[h3]Vojta - Map DLC Lead[/h3]


"After completing my education in philosophy and theatre studies, game development was the obvious choice. In 2020, I joined SCS Software as a map designer and now I run the Scandinavia Refresh project as a map lead. It's exciting because apart from reskinning most of the content, we also want to introduce new places for players to explore. And Scandinavia has tons of beautiful, diverse scenery, and we enjoy implementing some of it. I feel a great sense of responsibility in refreshing our best-selling and most popular DLC and I hope that players will be happy with the result. With a team full of skilled and enthusiastic people working on Scandinavia Refresh, we're bringing out the full brilliance of this gem."

[h3]Albert[/h3]


"My love for creative games and city-building strategies has led me to this point in my life of being one of the many talented map designers of the Euro Truck Simulator 2 rework team. I have been bestowed the great honour of reworking the magnificent capital city of Denmark, Copenhagen. Over the past few months the city has truly grown on me and I've completely fallen in love with its unique architecture, intricate bike paths and unique landmarks. I have worked on bringing all these elements into the game while respecting the original in-game city. No landmarks have been removed, only improved, and many more have been added for you to explore"

[h3]Tomáš[/h3]


"Scandinavia refresh is the first project I'm working on here at SCS and I am very excited to be a part of this project and learn all that this area has to offer. I can't wait for our players to enjoy it in its new and exciting form. I love working on small details that players can discover and enjoy and I hope I can capture as many details as possible. My current task involves an island leading up to a bridge and I am having an incredible amount of fun working on it and I am already looking forward to many upcoming and equally exciting tasks."

[h3]Lukáš[/h3]


"Hi everyone, it’s me, Lukáš. A few years back I was an aspiring investigative journalist, and although it was fun while it lasted and I enjoyed every aspect of it, I gradually found out I wanted something else from life. And guess what I also like, apart from writing long texts trying to explain things that are sometimes too complex and cumbersome to explain properly? That’s right! Video games! So I decided to make a change. I went from exposing crooked politicians to straightening crooked roads of Scandinavia. All the fun without any of the stress, what more could you possibly want? So far I have managed to refresh a few roads and cities in Sweden, build a few new ones in Denmark, and I may be adding a small Swedish city of K… What, Vojta? Oh, I cannot talk about this one yet? Well, I guess now you’ll never know what we are cooking!"

[h3]Sara[/h3]


"When I was younger, my mom always told me: "Go study, video games won’t pay your bills." Well, look at me now. I joined SCS a few months ago and instantly fell in love with my job. I'm excited to be working on the Scandinavia refresh since I get to work with beautiful landscapes and cities. I promise I’ll try to make my parts of the map as pretty as possible to give you the best experience."

[h3]Lukáš[/h3]


"Hey, my name is Lukáš. I am a map designer at SCS Software. I began my working journey here just half a year ago, my first project being the Scandinavia Refresh. I am looking forward to capturing the vast Scandinavian landscapes, for you to enjoy in our game, and making the beautiful cities even more beautiful, so you can re-experience the adventure that Scandinavia is all over again."

We hope you have enjoyed meeting the map team and that you are already looking forward to explore the refreshed Scandinavia! Remember to follow us on our Twitter, Facebook, InstagramBluesky, and YouTube, so you won't miss out on any Euro Truck Simulator 2 news. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Drive safe!

https://store.steampowered.com/app/304212/