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.
The dashboard prepares a model and placement example. Finish the import and validate the asset in World Editor.
Copy the exported shape into your level's art folder. The prop settings page generates this path from your level and prop names.
The placement example points to /levels/<level>/art/shapes/<prop>.dae.
Unzip the handoff. Copy the DAE into levels/<level>/art/shapes/. Keep related texture files and material definitions in paths the model expects.
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.
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.
DAE material names should match BeamNG material targets such as mapTo. Keep referenced textures available to the level.
Use a simple dedicated collision mesh when gameplay needs physical contact. Use no collision for decorative assets where appropriate.
Apply transforms in the authoring tool and place the origin deliberately. Confirm the model size and orientation after import.
Detailed or large objects may need simpler collision and authored LODs. Avoid visible-mesh collision when a dedicated collider is suitable.