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For an AI assistant ​

When an AI helps you make a vehicle, give it this section with the whole guide. The points:

  1. 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.
  2. 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>.json is an error: fix what it names.
  3. 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 on hood; the steering wheel with its buttons and paddles on steering; the filler door on fuel_door. A model that carries its own rig: use that, not the object names.
  4. Axes: Blender (x, y, z) is model (x, z, -y) and vehicle frame forward = y, right = x, up = z. The layout boxes are in the vehicle frame; the steering wheel, gear lever and door hinge in the model frame.
  5. Never decimate the whole car; over a limit, move parts to another mesh or thin out only what is not seen.
  6. Run the checker after every step, python tools/check_vehicle.py <pack folder> <name>, and deal with each FAIL and WARN.
  7. 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.
  8. 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.