I go into as much detail as I can, but try to be familiar with the project explorer, asset browser, and other windows.
.ent
file is the base file of a vehicle. It contains all settings and child files..app
is the vehicle’s appearances settings..mesh
is a 3d file, used for vehicle body parts..xbm
are raw texture files..mlsetup
has settings for texture sets.mlmask
is zipped mask texture/finish layers, normal maps, etc..inkatlas
contain reference texture information.inkwidget
configures texture layering, position, & animations.rig
has 3D information for how the.mesh
files are linked and move..yaml
files configure TweakDB items..json
files list string localization information..phys
is used to set vehicle collision/interaction bounds
- Int/Integer : whole numbers
- Float : fractional numbers, decimal places
- String : sequence of characters
- Boolean : true or false
- Array : collection or list of items of the same data type
- Nothing : “null”
- Object/edit mode
- Object management
- Object edits
- Joining and separating models
- Know the difference between object origin, world origin, and the blender cursor
- Cyberpunk 2077 glTF Importer plugin / Wolvenkit resources plugin
(View Options > plugins to install)
- Must have support for
.tga
files - Must have support for alpha channels
- Photoshop (Photopea), Krita, Paint.net, and Gimp are good options
- There are some python scripts and python commands to use.
- Be able to edit and run a
.py
script - Not necessary for most changes
Install these to your game before starting:
- Virtual Car Dealer
- TweakXL (required, without it you won't be able to load Vehicle tweak at all)
- ArchiveXL
- Material and Texture override (unknown if required after 2077 version 2.0+)