3.3.9 Resource Convertor: www.precambriandesigns.com/drupal/misc/RC339.zip Will use any feedback to come back to make edits for clarity, and do this myself, as well. See main modding thread for programs, setup, and tips that pre-text this guide: https://forums.undeadlabs.com/threads/custom-mesh-modding-how-to-how-three-how-four.36233/ Here's the actual .Zip to look through. Edit: Updated Zip package with the FlowGraph for spawning vehicles at the start of the game. Doesn't respawn them if you exit the game and continue. Package is tested and working, not perfect but what necessitates a hacky approach should be assumed to have a hacky result. Particularly speaking of the keypress spawn which sometimes takes a few presses, for some reason. Used Nexus Mod Manager for quick Install/Uninstall as a Zip. Blender > New File Starts with the default cube Let's clear up a couple things for visibility first: Right side has a toolbar At the top should be "Scene" with a Camera, a Cube, and a Light Left click the icon to the left of Camera Hover the mouse in the main space where you see your cube Press Delete key Confirm deletion Click OK Do the same for Light Next, doubleclick the name Cube on the right, where we deleted Camera and Light. Change the name to hull All lowercase Very important because that will have the game automatically set it up in the file Go to the already applied material Change the name to suit what will be produced by CryBlend through our ExportNode, otherwise it won't work. Click the pluses to the left of hull until you see Material Doubleclick the name Material and change it to whatever your vehicle file will be named testvehicle__1__one__physNone is mine Let's look at the structure: testvehicle [name] __ [That's a double underscore, very important because Python will not export it if it's a single] 1 [A 1 to indicate it is the first material] __ [All double underscores, see a trend?] one [Whatever the name needs to be to be obvious, since this is very basic we don't need GunMetal for a gun's metal material, or WindowsillWood for the windowsill's wood, etc.] __physNone [Notes that this will be rendered but no physics will be applied, very important because this will be a complex polygon and physics on every little piece would be ridiculous amounts of processor time] We can fasttrack typing physics details by using the CryBlend menu at the top of the screen with the Material selected and all the info laid out except the physics on the end. Go to CryBlend menu, then Add Material Physics and choose what you need Note: You can also do material things - if you're a material girl living in a material world - through the Material menu That's below the section with the objects we deleted and hull A little pink checkered sphere/circle which will have a flat list rather than be part of a hierarchy. Now we have hull, a material to get it textured by, and the physics label to tell the game what it should be doing. Press the 'N' key to reveal the right-side toolbar with the info we need Assuming it isn't showing already, that is. It should have the spacial position and dimensions of the object, etc., very handy. Right click cube to select it, press S (to scale) then Y which is the green arrow (To change only the Y-Axis when scaling) Giving it something like ~2.5 squares on the grid in size Hold down the mouse wheel button and drag to move the view around the selected object, this box Or press 7 on the Numpad for a 100% top view to see it better Now we can do the X-axis, press S (to scale), then X which is the red arrow (To change only the Y-Axis when scaling) Giving it something like ~2 squares on the grid in size It should already be a good enough size for a basic model on the Z-axis, in blue. Next, the wheels. Note on image: I changed it so things were easier by replicating the SoD labels of the wheels so they should be wheel1, 2, 3, 4, instead of the screenshot which shows wheel_1. Top-menus > Add > Circle Then select the circle with a right click and then press F, to make it a face, that is close it all off instead of being open. Press E, to Extrude and, before moving the mouse, press Z, to only move it on the Z-Axis Extrude will grab that face we made, and all the points, duplicate them and run them along the Z-axis we chose to make a cylinder. We could have just made a cylinder but this saves the work of selecting all those vertices and trying to close them off properly. We just move the mouse up until it becomes a cylinder that looks like a basic wheel Hover over a vertex and press L, this will select all lines that are connected, resulting in a full object. Useful for very complex meshes like buildings where you need one piece to move or reshape. Now we need to spin it so it lines lines up correctly with the hull. We want to check the positive Y-direction which will be the way the green arrow faces when you select an object. This will be the front of the vehicle, so we want the wheel on the front-left. Note: If you hang it out a bit from the front end then it can drive up surfaces and over fences and such instead of slamming the front end - assuming you want this to be a vehicle like that. Super fast way, with the cylinder (which will now be referred to as 'wheel') selected: Don't move the mouse yet, press R for rotate, then Y for Y-Axis only, then type 90 into the numbers row above the letters on the keyboard. This will rotate it 90 degrees on the Y axis, perfectly. Super easy! Then we move it into position next to the vehicle leaving a small amount of space between them for what we do next, which you can move manually by having it selected again, and just left clicking and dragging it on the directional poles, or you can press G to move the whole thing in any direction though that gets a little wonky. Now that we have it in position we, with the wheel selected, press Shift+D to duplicate that entire object, then we press S to scale, and move it very slightly away from the mesh so that it makes a bigger one around that one. Now we have one small wheel inside one big wheel. If it's hard to tell then you can press Z to go to wireframe mode, and Z to come back to full-mode after, if needed. Now we go into Wireframe mode by pressing Z, then, we want only the bigger wheel surrounding the wheel to be selected, not the inside one.