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Meshes, the materials on them, the paint the player picks, and the lamps. This is where most of a reskin happens.


01. Mesh slots

The Meshes section lists every mesh slot the vehicle has. A slot is a fixed hole in the vehicle's structure - you replace what fills it, you do not add new ones.

Slots are grouped by the prefix before the first underscore, so Door_Driver and Door_Passenger0 both sit under Door. Use the diagram at the top of the section to jump to a body area.

For each slot you can set the mesh asset and its relative transform. Leaving a mesh empty does not bring the original back - it writes None, which removes that part in game. Use it to delete a part on purpose, not to undo a change.

Base meshes look empty here, and that is expected.

ModKit does not ship the game's vehicle art. Untouched slots therefore show as None in the panel and render nothing in the preview, but they still use the original mesh in game. Import your own mesh to see something.


02. Preparing an FBX

The rules are the same as for Build objects, so that guide is the fuller reference. The short version:

ItemSetting
Scale1 unit = 1 cm
NaniteEnabled
Mesh typeStatic mesh
OriginMatch the slot's original pivot, or expect to correct it with the slot transform

⚠️ Exporters from Blender, Maya and 3ds Max often drop UV2 unless you explicitly include it.

Importing

  1. Open Meshes and find the slot you want to change.
  2. Click Import on the slot's mesh field and pick your FBX.
  3. Check the import settings - Nanite on, materials reassigned by hand rather than auto-generated.
  4. The slot now points at your asset and renders in the preview.

You can also import first and select the asset afterwards, which is easier when one FBX feeds several slots.


03. Fitting the new mesh

A mesh swap changes what is drawn and nothing else. Three things stay where they were and may need a manual pass:

WhatWhy it mattersWhere to fix it
BoundsThe placement and collision box does not resize itself.Bounds & Audio
The distant meshThe simplified body is separate from the slots.General
Slots and seatsSeats, interaction points and carried objects sit where the original body put them.Slots, Objects

Small visual mismatches are normal and not worth chasing: wheel spin speed against a new wheel radius, a head light sitting slightly off its housing. Note them in your mod description instead.


04. Materials

The Paint section has buttons to create materials for the vehicle. Two types are available:

TypeBased onUse it for
CarPaintThe car-paint master materialBody panels. This is the material that receives the player's chosen paint colour.
PropThe shared prop masterEverything that is not painted: trim, glass housings, interior.

Created materials land in your plugin's Materials folder and appear in the workspace material list. Set their textures from there.

Texture conventions - which maps go in which channel, compression settings, sRGB, virtual texture streaming - are shared with Build objects and documented in the Build guide.

Assigning a material to a slot is done in the panel. Open the slot in Meshes and set its material override. The generic "assign material" tooling does not apply to vehicles.


05. Paint colours

Paint is a list of colours the player chooses between. Each entry is an sRGB hex value plus an optional icon.

  • The first colour is the Representative Colour. It is edited in General, doubles as the thumbnail, and cannot be deleted - see General.
  • Everything after it is a colour variant, listed in Paint, and you can add and remove them freely.

Which parts actually change colour

Only materials that expose a Paint Var Tex parameter get repainted. That is why chrome trim and glass keep their own look while the body changes. If you author a body material and the paint does nothing, it is almost always because the material is a Prop material rather than a CarPaint one.

Checking a colour before you commit

Each colour row has a Preview button that applies it to the paintable materials in the viewport. A Reset Color Preview button at the top of the section puts everything back.


06. Lights

Each light slot exposes three values:

ValueWhat it does
Light ColourThe colour of the lamp.
IntensityHow bright it is.
Attenuation RadiusHow far the light reaches.

The slots come with the vehicle, so this is tuning rather than authoring - you cannot add a new lamp. If your new body puts the head lights somewhere else, move the light slot's transform to match.


07. Common issues and fixes

IssueCauseFix
Slot shows None and renders nothingOriginal vehicle art is not shipped with ModKitExpected. Import your own mesh to see it
Paint colour does nothing on the bodyBody material is a Prop material, or lacks Paint Var TexAuthor the body with a CarPaint material
New mesh is the wrong size or floatsExport scale, or a different pivotRe-export at 1 unit = 1 cm, or correct the slot transform
Mesh looks right, vehicle blocks placement oddlyBounds still describe the old bodyUpdate Bounds
Colour preview left the viewport wrongA preview colour is still appliedClick Reset Color Preview
Material assigned but nothing changedAssigned outside the panelSet the material override on the slot in Meshes

08. Chapter summary

ChecklistDone
Exported at 1 unit = 1 cm with Nanite on?
Body panels using a CarPaint material?
Slot transforms corrected after the swap?
Light positions still on the housings?
Bounds and the distant mesh updated?

09. What the MCP tools cover

ToolUse
modkit_list_vehicle_componentsCall first. Returns every slot, light and colour name you need below.
modkit_import_meshImport an FBX into the plugin and get its asset path.
modkit_set_vehicle_meshReplace a slot's mesh; empty clears the slot (the part disappears in game).
modkit_set_vehicle_transformMove, rotate or scale a mesh slot.
modkit_set_vehicle_lightColour, intensity, attenuation radius.
modkit_set_vehicle_colorAdd or update a paint variant.
modkit_create_material / modkit_set_material_textureAuthor CarPaint and Prop materials.

Assigning a material to a slot is editor-only.


10. Data reference