Oleg wrote:import original vehicle and examine vehicle placement relative to global axes (0,0,0 point) and its direction (front/rear). Your vehicle might be misplaced. Most of objects should have axes identical to world (as seen on axes tripod in bottom-left corner of zm windows). you can use display\local axes\"reset to world" tool to set axes properly; you can move/rotate axes later with move/rotate tools. Also, "chassis" object must have axes at 0,0,0 point.
Oleg wrote:don't use white specular texture on materials. specular texture's red channel is the specular strength, green is environment reflection.. try different specmap texture (e.g. grey color or something like that) and preferable create your own matching specular texture so matte parts are not shining and not reflecting much;
wheel should be named as
[wheel_lf] in square braces and must contain cylinder collision volume as a child: wheel_lf [COL]. Other wheels are just dummy nodes and cylinder collisions. preferable, if you take collisions from original vehicle and just reshape/reposition them.
Oleg wrote:what shader do you assign for the body? what are textures used? paint per-vertex color on a model to white for the test purpose.
hierarchy looks absolutely Ok to me. Re-import model and see whether it retains properly. If it gets messed, object ID are bad on export. use "gta_parts.xml" fix (file attached to the sticky guide thread).
remove body (or move it up temporary) to see the model's 0,0,0 point in game. Do you see the wheel there or wheel is missing completely? also, when you drive and brake, do you see smoke and skids from other invisible wheels (at correct positions) ?
reset chassis's [COL] local axes to world too... ensure chassis local axes are reset to world, ensure topmost hierarchy dummy node is reset to world (and placed at 0,0,0). the rest seems to be ok to me.
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