Car Mechanic Simulator 2021

Car Mechanic Simulator 2021

Car Mechanic Simulator 2021 Steam Workshop
Looking for custom cars, maps, custom licence plates or custom localization packs? Steam Workshop will help you download fan-created mods, plug them right into the game, and keep them updated!
 This topic has been pinned, so it's probably important
Car Modding Basics and Car Upload RULES
Along with the PDF guide included in the modding folder of the game files hopefully this guide can assist you with extra info for your journey, and finally the rules for upload.

When Making a car in your modeling software of choice here is some advice:

  • Details under the car, and under body panels that can be removed should be modeled, and not a custom texture so that things rust and weather properly, and should be properly cutout for transmission, driveshaft and suspension so that cars are able to worked on. Unless the real car has a flat bottom, yours shouldn't
  • For Pivots, the right side doors are the opposite of that on the left
  • Your Collider should be roughly the shape of the car you're doing and a closed object
  • Cars must both have BOTH a body and a details part for the car wash to work properly
  • Collider files must share the same origin point as your body and details to work properly
  • For the most basic of a body unwrap (at least in blender) select all body parts of your car that have paint, go into edit mode, and hide all materials other than body_paint/body_paint_plastic/body_paint_aluminium/body_paint_carbon. Then find a good place to divide the car into 5 chunks: Front, Rear, Left, Right, and Top. Then select each of those separately in Orthographic view and unwrap using "Project From View"
  • Materials must all be applied in your editing software, while textures will get applied in Unity
  • When exporting your model as a .fbx file make sure your model is named model.fbx
  • Make sure your shaders are HDRP (See Green Arrow)
  • When doing custom materials/Textures to prevent black shadows make sure to disable receiving decals (See Blue Arrow)
  • Make sure to select Alpha Clipping when doing symbols and adjust the threshold till you have the desired effect (make sure your texture has a clear background) (See Red Arrow)

    Here is the image for reference for unity - https://steamuserimages-a.akamaihd.net/ugc/2053114592648851400/56C13F78400F8CF78DE9F1CAB9E3DF41B5164854/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

    For after you're done making your model and ready to move to the game:

    • All cars require a bodyconfig and config file and a PartThumb folder (you can use an existing car as a start) to show up in game.
    • Configs go: config.txt, config1.txt, config2.txt, don't skip numbers
    • All configs need to have a corresponding bodyconfig file
    • For parts to show up in the tuning tab in the editor you must have them in your parts.txt file, use =0 for body and details so they don't show up in the store
    • The Bonus Parts tab is for choosing the location of where a bonus part goes, not placing a specific bonus part
    • The Tuning Tab is for making sure parts work, all changes must be made directly in the bodyconfig.txt for making a car config spawn with tuning parts
    • Don't forget when using a radiator without a cap you need a coolant Reservoir
    • For tuning make sure cars without carburetors have ECUs

    Once your car works in game and you're happy with your work there are a few last things to make sure to double check and rules to pay attention before making your private mod public on the workshop:

    Rules Checklist:

    • Does my car look good when it's in the junkyard, materials weathering and rusting properly?
    • Does my car at least match the quality of existing in game cars from an ease of selecting drivetrain parts?
    • Does my car have a proper unwrap (if a car that is paintable) in a way that someone could make a livery for it?
    • Do my interior and exterior materials look scaled properly?
    • Did I remember to select spawning locations so that my car actually shows up in game?
    • Is my parts list complete and all parts that are supposed to be buy-able buy-able?
    • Does washing my car not lock up the game? (not having both body and details)
    • Do my gauges work? (If the car has a digital gauge cluster, or is a vehicle that wouldn't have gauges this is not applicable)
    • No one else has already done this car better than what you've done?
    • Does my upload have at least 5 in game images and say where the mod can be found in game?

    1. If your mod isn't a traditional vehicle (such as a minecart, a jet, or Hamburger) most of that isn't important, just make sure it works in the carwash without breaking, drives, doesn't make the player get stuck anywhere, and any finicky parts are well documented in the description.[/b]
    2. If you think your car passes all of these, with your mod marked private, comment on my profile, or tag me in the discord modding channel asking me to look at your mod.

    If the answer to all of these questions is yes, Congratulations you're ready to upload to the workshop!
Last edited by deadbob777; 8 Feb, 2023 @ 8:57pm