For an AI assistant
When an AI helps you make a vehicle, give it this section with the whole guide. The points:
- Make a vehicle pack (the Vehicle Packs page), starting from a copy of the example pack
examples/packs/example; no Java unless the user wants an add-on mod. - Follow the conventions, don't guess: collection names, bone names and part-name endings (the tables under Bones and Parts in Modelling) are fixed; a wrong one raises no error, the part just does not move, light or break. A wrong field name in
vehicles/<name>.jsonis an error: fix what it names. - Bones follow the real car: what swings with a door (panel, jamb, window, mirror, door card) goes on
door_l/door_r; what is on the hood onhood; the steering wheel with its buttons and paddles onsteering; the filler door onfuel_door. A model that carries its own rig: use that, not the object names. - Axes: Blender
(x, y, z)is model(x, z, -y)and vehicle frame forward = y, right = x, up = z. Thelayoutboxes are in the vehicle frame; the steering wheel, gear lever and door hinge in the model frame. - Never decimate the whole car; over a limit, move parts to another mesh or thin out only what is not seen.
- Run the checker after every step,
python tools/check_vehicle.py <pack folder> <name>, and deal with eachFAILandWARN. - In game, take the screenshots (Screenshots in Testing) and look at each: the body whole, door openings clear with doors open, lamps and glass right, wheels in their arches.
- Use the real car's numbers for the physics: mass, wheelbase, track, tyre radius, torque curve and gear ratios are all published; start from the example pack's
physics, with angles in degrees and speeds in km/h in a pack.

