Blender add-on for importing and exporting Red Faction V3M vehicles. No 3ds Max required.
⚠️ Early development. This add-on works for basic single-mesh single-LOD vehicle export and round-trips stock files cleanly, but it has not been battle-tested on a wide variety of custom vehicles. Expect rough edges. Bug reports welcome.
Companion to VFX_Exporter, RF-Character-Tools, and RF-Static-Mesh-Tools. Use this one when you want to make custom vehicles (jeeps, APCs, fighters, subs, drillers).
- Import stock and custom V3M vehicles back into Blender, with prop points and collision spheres restored as parented empties
- Export vehicles to game-ready V3M files matching stock format byte-for-byte conventions
- Built-in templates for Jeep, APC, Fighter, Sub, Driller, and Gun Attachment that drop the standard prop points and collision spheres in the right places
- bbox_offset is auto-computed from the mesh bounding box so meshes built around any pivot still align with their PPs and cspheres in-game
- Vehicle render flags
0x00518C41applied automatically (matches stock, differs from the static mesh tool) - Validator with smart material/texture name resolution from shader nodes
- "Apply Mesh Transforms (Keep Children)" operator that uses Apply-to-Deltas under the hood, so empties don't snap to origin
- "Generate entity.tbl Snippet" button to scaffold the vehicle definition for the game
- Download the latest release zip from the Releases page
- In Blender, go to
Edit > Preferences > Add-ons > Install... - Select the zip and enable "RF Vehicle Tools"
- Open the sidebar in the 3D viewport (press
N) and look for the RF Vehicle tab
Tested on Blender 4.x and 5.x.
- Build your vehicle mesh in Blender, oriented so the front of the vehicle points along Blender
-Y(matches how stock jeep imports — same convention as the other RF tools) - In the RF Vehicle sidebar tab, pick a template that matches your vehicle type (Jeep, APC, Fighter, Sub, Driller) and click Apply Template — this drops the standard prop points and collision spheres parented to your active mesh
- Adjust the prop point and csphere positions to fit your model
- (Optional) Apply your mesh transforms with the Apply Mesh Transforms (Keep Children) button so the Properties panel shows clean zeros without your empties snapping to origin
- File > Export > Red Faction Vehicle V3M (.v3m) and save into your
user_mapsor mod directory - Use the Generate entity.tbl Snippet button to get a starting entity.tbl entry, then drop the snippet into your mod's
entity.tbl
The "jeep" flag in $Flags triggers hardcoded engine behavior that requires PP_interface_2 (gunner seat) to exist in the V3M. If you want a single-seater, either keep the empty around (tucked inside the body is fine) or drop the "jeep" flag and clear the weapon entries:
$Flags: ("walk" "crusher" "collide_corpse") // no "jeep"
$Allowed Weapons: ()
$Default Primary: ""
$Default Secondary: ""
PP_jeep_gun itself is optional — the engine handles it being missing. CS_csphere04 (upper body collision sphere) appears optional too. Test before shipping.
The V3M vehicle format follows V3C-style per-LOD submesh layout. Per-LOD prop points are embedded at the tail of the LOD data block. Collision spheres live at file scope as CSPH sections (44 bytes each). The bbox_offset field stores the translation from mesh-local origin to vehicle pivot — the exporter computes this automatically, the importer applies it on load so things align in Blender.
Coordinate conversion uses the established RF convention (matches the character and static mesh tools): (x,y,z)_RF → (-x, -z, y)_BL for positions, with quaternions and triangle winding flipped accordingly. Triangle winding flips on import AND export because the position transform has determinant -1 (reflection).
- No LOD support yet — exports a single LOD. Suitable for most custom vehicles. (LOD distances are managed in entity.tbl anyway.)
- No multi-submesh export. Stock vehicles use a single submesh; if you need multiple, this isn't the tool yet.
- Animated/articulated vehicles (drillers with moving drills) export the static mesh fine but you'll need separate work for the animation.
- Templates are based on stock Jeep positions verified against
Jeep01.v3m. APC/Fighter/Sub/Driller template positions are educated guesses and may need manual tweaking. - No corona orientation auto-fix. If your headlights point the wrong direction in-game, select
PP_corona_1/PP_corona_2in Blender and Alt+R to clear rotation, then re-export.
Bug reports and PRs welcome. If a stock V3M imports incorrectly or your custom export crashes RED, attach the .v3m file to an issue.
MIT — see LICENSE for details.
Built by RomekRF with help from Claude (Anthropic). Format reverse-engineering verified against stock Red Faction PC vehicles.