Vehicle Import - Outerra/anteworld GitHub Wiki
Importing Vehicles
This Anteworld wiki page shows proper procedure for importing ground vehicles into Outerra. Tutorial Car is used throughout this guide as a reference.
First, the orientation of the model must be set to +Y for front, +X for side, and +Z for up. By default, pivot point will be center of mass of your model, but you can apply an offset later in script.
Another important requirement is that your vehicle model must have the wheel bones. You should add "bone_" prefix to the wheels and bones which you want importer to select automatically, otherwise you must manually use the "Convert to joint node" option in Importer.
After successfully saving your model as an FBX file with wheels and possibly other bones like steering wheel, open Asset Importer(F5) in Outerra. Click to "Select File" and then "Open file". Select your FBX file. After that you will see your vehicle's bone hierarchy and other components (For asset hierarchy you can check our wiki page about it.). Verify that the importer has correctly identified your bones for scripting. Finally, select "Import" up there and then select "Import All".
Once your vehicle is successfully imported, find your files in your "C:\ProgramData\Outerra\packages[your_package_name]" address. If you can not see your ProgramData in your disk, make sure you will able to see hidden files in your file explorer. After you found your package, you will see all package files your model have.
Create a file with .js extension in package folder. Open .objdef file with notepad or similar text editor. Set the physics parameter to "vehicle", and set the script parameter as your script name with .js extension. After saving your changes in the .objdef file, you must restart the game for the changes to take effect.
If you need a help about scripting you can check our Tutorial Car page and for further information you need, you can check our wiki.