STATIC MESH WORKFLOWPF
FIELD NOTES · BEAMNG.DRIVE

From DAE to level.

The dashboard prepares a model and placement example. Finish the import and validate the asset in World Editor.

Open prop builder →
The install path
LEVEL ASSET FOLDER

Copy the exported shape into your level's art folder. The prop settings page generates this path from your level and prop names.

levels/<level>/art/shapes/<prop>.dae

The placement example points to /levels/<level>/art/shapes/<prop>.dae.

01

Put the DAE in the level

Unzip the handoff. Copy the DAE into levels/<level>/art/shapes/. Keep related texture files and material definitions in paths the model expects.

02

Add it as a TSStatic

Open the level in World Editor, find or import the shape, place it as a TSStatic, and use the placement JSON as a starting point if helpful.

03

Check, save, reload

Confirm the prop appears at the right scale and orientation, materials resolve, and collision behaves correctly. Save and reload the level to verify it persists.

Authoring checks that matter
BEFORE EXPORT

Materials

DAE material names should match BeamNG material targets such as mapTo. Keep referenced textures available to the level.

Collision

Use a simple dedicated collision mesh when gameplay needs physical contact. Use no collision for decorative assets where appropriate.

Scale & origin

Apply transforms in the authoring tool and place the origin deliberately. Confirm the model size and orientation after import.

LOD & performance

Detailed or large objects may need simpler collision and authored LODs. Avoid visible-mesh collision when a dedicated collider is suitable.

Official BeamNG references
OPEN DOCUMENTATION ↗