Boe6's vehicles: What you need to know

Summary

Created: Oct 19 2023 by Meta Pixel Last documented edit: March 29 2025 by manavortex

This page will give you an overview about the skills you should have, and info on how to acquire them if you don't.

A new standalone car is about the most complex Cyberpunk mod you can make.

While this tutorial has been completed by newbies, they spent most of their time on the discord asking for help and support instead of making a car.

If you are a new modder, please listen and complete the tutorials in the green boxes. They may seem unrelated, but I promise you, each tutorial will teach you a skill that you will need in the process of making your car.

Prerequirements

Mod requirements

Install these to your game before starting:

Some familiarity with WolvenKit is required.

I go into as much detail as I can, but you should be able to find your way around.

You should know (most of) your mod file types

If you want to know more about the file types below, you can check Game Components explained. This doesn't count as a tutorial.

  • .ent file is the base file of a vehicle. It contains all settings and child files.

  • .app is the vehicle’s appearances settings.

  • .mesh is a 3d file, used for vehicle body parts.

  • .xbm are raw texture files.

  • .mlsetup has settings for texture sets

  • .mlmask is zipped mask texture/finish layers, normal maps, etc.

  • .inkatlas contain reference texture information

  • .inkwidget configures texture layering, position, & animations

  • .rig has 3D information for how the .mesh files are linked and move.

  • .yaml files configure TweakDB items.

  • .json files list string localization information.

  • .phys is used to set vehicle collision/interaction bounds

Different Data Types

Putting the wrong data type will break your mod or make the game crash. Here is a list of what's what:

  • Int/Integer : whole numbers

  • Float : fractional numbers, decimal places

  • String : sequence of characters

  • Boolean : true or false

  • Array : collection or list of items of the same data type

  • Nothing : “null”

You know your way around blender

You should know your way around at least the following parts:

  • Object/edit mode

  • Object management

  • Object edits

  • Joining and separating models

  • Know the difference between object origin, world origin, and the blender cursor

  • Cyberpunk 2077 glTF Importer plugin / Wolvenkit resources plugin (View Options > plugins to install)

Knowledge of a photo editor of your choice.

If you don't have one, check out Photopea - it's photoshop, in your browser, for free.

  • Must have support for .tga files

  • Must have support for alpha channels

  • Photoshop, Krita, Paint.net, and Gimp are all good options

Some Python familiarity

Only necessary for advanced workflows - you can probably do without. if you want to learn a cool new skill, check out

These do not count as a tutorial.

You have a 3D model to use

If you don't, check AMM: Custom Props -> Where to find models for sources.

Your model should be high-quality and include the following:

  • doors and a trunk (the chassis should not be one piece)

  • a modelled interior

  • textures

You can create each of these things yourself, but it will be extra work (and probably make you hate yourself).

High or low poly?

Vanilla game cars range between 80k and 120k vertices. If you can, try finding car models within that range.

That being said, it is easier to simplify a high-poly model than to fix up a low-poly one. Still, if your car has over a million vertices, you will spend around a full workweek (40 hours) just making the model game-ready. Unless you enjoy that particular kind of suffering, you should stick to lower poly counts.

That was a lot of text!

Yes! And now that you have read it all, we can move on to Boe6's vehicles: Create base files

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