I go into as much detail as I can, but try to be familiar with the project explorer, asset browser, and other windows.
.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
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”
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)
Must have support for .tga
files
Must have support for alpha channels
There are some python scripts and python commands to use.
Be able to edit and run a .py
script
Not necessary for most changes
Install these to your game before starting:
TweakXL (required, without it you won't be able to load Vehicle tweak at all)
Material and Texture override (unknown if required after 2077 version 2.0+)
Have a 3D vehicle model ready to use for converting into cyberpunk.
Important features are details parts, doors, trunk, etc. and textures.
Higher face/vertice count is better. Modeled interiors are a must.