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[欧卡2/美卡] 歐卡2將支援Steam工坊,Blender模組工具釋出

歐卡2將支援Steam工坊,Blender模組工具釋出


以下轉載自STEAM社群:

SCS Blender Tools - Full Set!

Today we would like to announce the release of SCS Blender Tools version 1.0.
今天我們想向大家宣布,SCS的Blender工具組1.0已經正式發表。



After some two years of hard work, the alternate toolchain for modders now comes with pretty much the same power and flexibility as our internal Maya-based set of tools. It now supports complete creation of any type of items: trucks, ambient AI vehicles, models, prefabs with support of all possible locators including AI traffic lines, you name it.
經過了將近兩年的奮鬥,一組能和我們內部所使用,以瑪雅為基礎的開發工具所具備的能力和彈性相匹敵的,專為模組製作者設計的Blender工具鏈,現在能夠完整的支援創造任何形式的物件:卡車,AI車輛,3D模組,預製物件,還包含了所有可能的標的物像是AI行車路線,隨你稱呼。



Up until now, modders were able to pull off some incredible things, thanks to reverse-engineering our formats and creating powerful tools on their own. It is always exciting for us to see so many great mods that have been released, and yet more are still appearing. Admittedly, we are coming quite late to the party now; three years after ETS2 was released. So why did we even bother?
直到現在,模組製作者們依舊能夠創造出許多不可思議的作品。這都要歸功於那些由他們透過反組譯我們的檔案格式而製作出的強大工具,看到如此大量且優秀的模組不斷釋出,連我們都感到驚喜,而且模組還不斷在出現。我們必須承認自己太晚加入大家了;歐卡2至今已推出三年,那我們又何必如此費心呢?

First of all, we really believe that our Euro Truck Simulator 2 and American Truck Simulator games have a lot of longevity in them. We definitely plan to improve and enhance them for many years, and with the World of Trucks connecting them eventually under one umbrella, there are still huge opportunities for new exciting mods to appear.
首先,我們確信敝公司旗下的歐洲卡車王2和美國卡車王都擁有十分的耐玩性質。我們也確實年復一年的計劃如何改進和加強這些遊戲。藉由透過卡車世界將兩者緊密聯繫,嶄新模組繼續出現的可能性是無庸置疑的。

However, even more importantly, we would like to explore new opportunities with User-Generated Content. It is a great inspiration for many game developers to see what Valve is doing with their games like Counter Strike: GO, Team Fortress 2 or Dota 2. Their ability to cooperate with fan community and to integrate UGC is fabulous.
不過,更重要的是,我們想要探求更多令玩家自創內容出現在遊戲的機會。戰慄時空:全球行動,絕地要塞2或是刀塔2的開發者,Valve,在遊戲的營運方式上大大激發了許多其他遊戲開發商。他們和玩家社群協力製作自創內容的能力絕對不容小覷。

With upcoming support through Steam Workshop - yes, here is a little pre-annoucement right here! ;) - we would love to find a way to invite the best mod content creators to offer their creations through an official channel, or possibly even to pursue a business model that would allow for it to become a part of the standard game content. But to even start thinking about it, we need to make sure that such user content is authored and maintained through a standard tool, a tool which we have under control, which we can update whenever needed, a tool we ourselves are comfortable using. Modders know that our game formats are sometimes changing when we need to make room for a new feature, requiring re-touching and re-exporting of older models. Waiting until (and if) a 3rd party tool support catches up with our changed formats is simply out of question for content that should be working immediately after we update our game. So just to open the gate for officially supported mods, we do need a set of official and well-supported tools.
隨著即將到來的Steam工坊內容功能-沒錯,你看到了,這是一個小小、小小的預告! -我們渴求一個能夠匯集模組製作者的官方管道,或是追尋一個能夠允許他們成為標準遊戲內容的商業型態。但即使只是思考這一點,我們也必須確定這些內容是被驗證過、並且能透過一套標準工具來維護的。一套能由我們控管並且在需要之時更新的工具,一套能讓我們輕鬆使用的工具。模組作者們知道我們的遊戲格式,因為加入新內容的需求而不時在改變,需要一些修改和重新導入。等待第三方工具趕上格式改變無疑是讓自創內容能立即使用的不二法門,所以我們敞開了「官方直接支援模組」的大門,而要這麼作需要的即是一套官方工具,而且要是「受到完善支援」的工具。

小弟就翻譯到這裡為止,有興趣的可以親自參訪原本的頁面:http://steamcommunity.com/games/ ... l/92686784712428466

出来ないじゃないやらないだけど|回覆OUT!百度OUT!


VocaROCK一番 | 痛SPEC | Est. 2015


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