How do I edit the roll cage files for the vanilla cars? I've been thinking about editing them to create WRC spec cages and some other things.
Well it works same as any other part or making car. You need to create model in Blender, export as dae, then you need to modify node and beam structure. For node/beam structure it is easiest to make a copy of current rollcage .jbeam file, change name and internal name of the part to something of your own. Also from same file you can then change name of mesh to match name of mesh you create in Blender. You can open .dae files in blender, recommend to open in 2nd Blender and not one you are working on, then copy and paste what you need, like rollcage. You can start learning stuff from wiki and from links in this thread: https://beamng.com/threads/tutorials-index-list-of-useful-guides.51454/ If you have no experience with Blender, I recommend getting Blender cheat sheet and some slow paced beginner tutorial that teaches keyboard commands as Blender is operated by those commands and not so much with clicking buttons. Blender 2.8 attempts to be easier for beginners, so you might want to start with that as older versions are going to phase out eventually, just make sure you follow Blender 2.8 tutorial as older ones can be bit hard to follow with 2.8 version. Making static objects for maps is very easy way to start if zero experience, to make default cube to appear in game, all you need to do is export cube from Blender as Collada, check 'apply modifiers' and 'selection only' then export to Documents\BeamNG.Drive\levels\gridmap\art\shapes\yourfirstcube\ with a name cube.dae From game, open gridmap, then hit F11 then shift+c and in object mode from right you select Library, then browse to above mentioned path, click your cube object twice and click ok for importer, your Cube is imported to gridmap That is useful when making car parts too as you can quickly preview part ingame without need of making jbeam files or anything.