๐Ÿš—Body Import Rules

โš ๏ธ Warning: After the Prologue, mod packages will be activated. Please note that some features or content may change, be replaced, or behave differently once the mods are enabled. This guide assumes modded gameplay from that point forward.

๐Ÿ—๏ธNaming Conventions & Details

To maintain consistency and proper organization in the game, we have set up specific naming conventions for various car parts, colliders, materials, lights, and more. Follow these rules carefully to ensure your mods integrate seamlessly.

1. Asset Suffixes

These suffixes should be added to your asset names based on their position or orientation.

Asset

Suffix

Front

_f

Back

_b

Right

_r

Left

_l

Front Right

_fr

Front Left

_fl

Back Right

_br

Back Left

_bl


2. Pre-Made (Not Editable) Prefixes

These assets should not be modified or renamed, as they are essential for the core structure of the vehicle.

Asset

Prefix

Chassis

chassis_

Suspension

susp_

Tire

pivot_tire

Rim

pivot_rim


3. Editable Parts Prefixes

These parts are customizable and can be modified to create unique vehicles.

Part

Prefix

Hood

hood_

Body

body_

Trunk

trunk_

Door

door_

Bumper

bumper_

Plate

plate_

Window

win_

Butterfly Window

butterflywin_

Wind Shield

ws_

Head Light

hl_

Tail Light

tl_

Mirror

mir_

Static Interior

int_

Steering Wheel

sw_

Gearshift

gs_

Seat

seat_

Fender

fnd_


4. Collider Prefixes

These are used to define the collision areas of the vehicle. Ensure that colliders are named appropriately for proper interaction with the game.

Asset

Prefix

Drive Collider

drive

Hood

col_hood

Body

col_body

Trunk

col_trunk

Door

col_door_

Bumper

col_bumper_

Plate

col_plate_

Window

col_win_

Wind Shield

col_ws_

Mirror

col_mir_

Tire

col_tire_

Rim

col_rim_

Fender

col_fnd_


5. Virtual Pivot

Virtual pivots are used for parts like steering wheels to control rotation or movement.

Owner

Prefix

Steering Wheel Pivot

psw


6. Dashboard Prefixes

These parts represent the dashboard elements inside the car.

Asset

Prefix

Speedometer Needle

spdn

RPM Gauge Needle

rmpn

Temperature Gauge Needle

tmpn

Check Engine Light

wel

Oil Pressure Warning Light

wol


7. 3D Accessory Prefixes

3D accessories are additional parts attached to the car.

Asset

Prefix

Rear View Mirror Point

rvmp

Dashboard Left Point

dlp

Dashboard Right Point

drp


8. Properties

These are different classifications for car parts, which affect how the part behaves in the game.

Property

Affix

Static

(empty)

Static Hood

hood

Openable

open

Openable Hood

hood_open

Removable

rmv

Removable Hood

hood_rmv_

Paintable

p

Paintable Body

body_p

Damageable

dmg

Damageable Hood

hood_dmg


9. Material Prefixes

Materials applied to different parts of the car.

Material

Prefix

Generic Other Materials

M_Other_

Generic Interior Materials

M_Interior_

Paintable Body Parts

M_CarPaintSurface

Window Glass

M_CarGlass

Rims

M_CarRim


10. Light Prefixes

Lights used on the vehicle, such as headlights and tail lights.

Light

Prefix

Head Light Point

light_head_r/l

Tail Light Point

light_rear_r/l


11. Attachment Points

This section helps in understanding the hierarchy of parts on the vehicle. Root is the main parent, and Child List refers to attached components.

Root

Child List

bumper_f

plate_f

door_fl

[win_fl, โ€ฆ]

door_br

[win_br, butterflywin_br]


12. Tuning Parts Naming Convention

Tuning parts are incremental and use a numbering system to differentiate multiple versions.

Part

Prefix

Hood

hood1_ / hood2_

Trunk

trunk1_ / trunk2_

Door

door1_ / door2_

Bumper

bumper1_ / bumper2_

Spoiler

spoiler1_ / spoiler2_

Window

win1_ / win2_

Wind Shield

ws1_ / ws2_

Head Light

hl1_ / hl2_

Tail Light

tl1_ / tl2_

Mirror

mir1_ / mir2_

Seat

seat1_ / seat2_

Gearshift

gs1_ / gs2_

Steering Wheel

sw1_ / sw2_

Static Interior

int1_ / int2_

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