Indeed, should have giving that more though before posting. Not reaming it would cause it to pull the content from the original vehicle source I believe.
Sorry to steal your thread but I'm trying to simply replace the wheels of the Bolide... and it's gone horribly wrong. I exported the car with the replaced wheels: BeamNGthing.JPG Then when I try to use the car in game the wheels are screwed up: BeamNGmostlikelymymistake.png I understand that there may be more to it than simply replacing models but I would've thought that they would at least be in the correct position. Can anyone help me on this?
First question would be are they named properly? Next question did you make sure the locations are correct. I can't remember how I fixed this lol.
It'd be best to hold off until we support loading multiple .DAEs so you don't have to edit the originals at all.
Yeah they're all named properly. I imported what I exported to double check and all seems good. I backed up the original "super" folder anyway.
It's not about that. If the system supported loading multiple .DAEs all you had to do was drag and drop the files in the vehicle folder. It would make modding an order of magnitude easier.
I had similar issues using the Autodesk COLLADA import/export. Try using the OpenCOLLADA plugins located at https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools. Also make sure all of the meshes are located at x-0, y-0, z-0.
Oh, fair enough. Cheers, I'll give that a try. Do I need to edit any of the settings when exporting or is it all good? EDIT: I'm not sure, but it might be the object pivot causing the problems. Thing is, when I edit the pivot to 0,0,0 on one of the wheels, it resets back upon export. Gabe how did you get the pivot to stay in position? EDIT2: I finally managed it! It required replacing the original wheels within editable mesh mode (Deleting the mesh then using the "attach" function to add the other wheels). It's not ideal but it works.