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Blender mesh editing


This tutorial assumes you have some basic knowledge on using Blender (Navigating UI, basic object editing, etc). There are plenty of tutorials available on YouTube or many other websites.


Rigs of Rods is a game that is very easy to modify. This tutorial will help you get started on editing meshes using Blender, from installing the add-ons to exporting.

Please read everything carefully and do not skip any steps.

If you've created a model yourself and just want to export it to RoR, install the add-ons and skip to the Exporting section.

Required software

Blender version warning

The latest version of Blender (2.80) is currently not supported as the plugins have not been updated for it yet. You can download 2.79b here.

If you are unsure which file to download, just select and extract it into a new folder, then run blender.exe.

Getting started

If you're following this tutorial, chances are you probably already have a mesh you want to edit. In this tutorial I'll be editing Box5Diesel's Ram EXT. Open the .zip file for the vehicle, and extract the correct .mesh file(s) and the textures (.dds, .png, etc) into a folder you can easily access:


Next, open a new File Explorer window and browse to C:\Program Files\Rigs of Rods, this is where OgreXMLConverter.exe is located.

Simply drag and drop the mesh onto OgreXMLConverter.exe to get a .mesh.xml:


You should now have a .mesh.xml file in the same folder:


We're ready to launch Blender now.

Installing Blender add-ons

First, download the latest Ogre Import/Export add-ons from GitHub (RoR_ImportExport_*.zip) and place it into any folder. Do not extract.

Now open Blender. Click File -> User Preferences:


Click Add-ons -> Install from File:


Select the RoR_ImportExport_*.zip file you downloaded earlier.

Type rigs into the search bar and both add-ons should appear:


Once both add-ons are enabled by clicking the checkbox, select Save User Settings:


You can now close the User Preferences window.

Importing the mesh

Select File -> Import -> Ogre3D (.mesh.xml):


Find & select the .mesh file.


You should now see something similar to this:


Press the Z key twice to get out of that shading mode. You should now see this:



The importer will automatically separate meshes if the .mesh.xml contains multiple materials. The object names match the material name. If there's many objects with the same material name, you should be safe to join them by pressing CTRL+J:


It should look similar to this now:


Fixing object shading

You'll probably notice that your mesh is very blocky and/or has lots of shading errors. To fix this:

On the left menu (Press T if it's not already open) select Smooth. You need to be in Object Mode (TAB key) for this to appear:


Now press the TAB key again to go into Edit Mode:


Select Remove Doubles from the T menu:


Now head over to the tool menu on the right and find the blue wrench icon -> Add Modifier -> Edge Split:


The Edge Split Modifier should now be selected. The default Split Angle (30) should be fine in most cases. Do not apply the modifier. The exporter will do this for you.


Note: For some models just applying edge split won't be enough, further work may be required (such as marking faces sharp).

Applying the texture

Now we can apply the texture. Press the TAB key to go into Edit Mode if you're not in it already and click the circle icon on the bottom left -> UV/Image Editor:


The UV/Image Editor should now be open:


Select Open from the bottom bar:


Find & select your texture file:


The texture file should now be open in the UV/Image Editor.

Now go to the top right and find the little plus icon, or press N to open it:


Open the Shading menu and click Textured Solid:


It should now look similar to this:


Editing the mesh

You're now ready to start editing the mesh. For this tutorial, I removed the exhaust stacks from the bed:


Setting the object name

In the outliner (object list), double-click the object name to rename it. This will be the name of your mesh when exporting.


In this example, I'll name it BoxDodgeCummins-NoStacks.

Adding a material

Now select the circle icon next to the triangle icon and click New:


The easiest way to find the material name is by opening the .mesh.xml file in a text editor and search "material":




Before we export, if you moved the object while editing it you will need to apply Location/Rotation/Scale by pressing CTRL+A otherwise it will be placed incorrectly in-game:


Select your mesh then click File -> Export -> Ogre3D (.scene and .mesh.xml):


Change your export settings to match the screenshot (all other settings can be left to their defaults):


You should now have a new .mesh.xml and .mesh file in your folder:


The exporter will automatically convert the .mesh.xml to .mesh as long RoR is installed to the default location.

If you want to preview your exported model, you can use OgreMeshy to view it: (You can make a .material file if you want it to be textured in OgreMeshy)


Testing in-game

Now just edit the vehicle's .truck file to match the name of your new mesh and drag the new mesh file back into the .zip and test in-game:

17,14,2, 0.73, 0.5, 0.07, 0, 0, 0, BoxDodgeCummins-NoStacks.mesh
forset 7, 12, 40, 41, 44-66, 69-87, 111




[Error 2] No such file or directory

You forgot to convert the .mesh to .mesh.xml, as described in the Getting started section.


On Linux there is currently a bug preventing .mesh.xml imports in uppercase paths (e.g. /home/user/Downloads/rorimportfiles. You will have to place the .mesh and .mesh.xml files into a different folder without uppercases (e.g. /home/user/rorimportfiles)

Mesh is flipped

Change the "swap axis" option in the export settings.

Mesh appears white/pink

You did not assign the correct material. Make sure it matches.

Other errors

First, just Google the issue. If you can't find a solution then you can create a thread on the content creation forum.

Last update: September 16, 2022