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.
- Rigs of Rods installed to the default location (
C:\Program Files\Rigs of Rods)
- Blender (2.79b)
- Ogre Import/Export add-ons
- (Optional) Notepad++
- (Optional) OgreMeshy
- A brain, some basic computer knowledge, and some patience
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
blender-2.79b-windows64.zip and extract it into a new folder, then run
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 (
.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
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
Install from File:
RoR_ImportExport_*.zip file you downloaded earlier.
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¶
Find & select the
You should now see something similar to this:
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
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:
Remove Doubles from the
Now head over to the tool menu on the right and find the blue wrench icon ->
Add Modifier ->
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 should now be open:
Open from the bottom bar:
Find & select your texture file:
The texture file should now be open in the
Now go to the top right and find the little plus icon, or press
N to open it:
Shading menu and click
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
Adding a material¶
Now select the circle icon next to the triangle icon and click
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
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 file in your folder:
The exporter will automatically convert the
.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)
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.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.xml files into a different folder without uppercases (e.g.
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.
First, just Google the issue. If you can't find a solution then you can create a thread on the content creation forum.