Mesh List:
Left Front Headlight -- headlight_l
Right Front Headlight -- headlight_r
Left Rear Taillight -- taillight_l
Right Rear Taillight -- taillight_r
Left Rear Taillight 2 -- taillight2_l
Center Rear Taillight 2 -- taillight2_m
Right Rear Taillight 2 -- taillight2_r
Left Reversing Light -- reversinglight_l or reversing_l or rev_l
Right Reversing Light -- reversinglight_r or reversing_r or rev_r
Left Front Indicator -- indicator_lf or turn_lf
Right Front Indicator -- indicator_rf or turn_rf
Left Rear Indicator -- indicator_lr or turn_lr
Right Rear Indicator -- indicator_rr or turn_rr
Left Brake Light -- brakelight_l or brake_l
Center Brake Light -- brakelight_m or brake_m
Right Brake Light -- brakelight_r or brake_r
Left Fog Light -- foglight_l
Right Fog Light -- foglight_r
License Plate -- carplate
Pop-up Headlights -- puplights_xx (xx is the rotation angle, e.g., puplights_25 for 25°)
Left Pop-up Headlight -- puplight_l_xx (for cases where the left and right pop-up headlights have different rotation axes)
Right Pop-up Headlight -- puplight_r_xx (for cases where the left and right pop-up headlights have different rotation axes)
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Dummy List:
Headlights -- headlights (original headlight dummy)
Headlights 1 -- headlights1
Headlights 2 -- headlights2 
Taillights -- taillights (original taillight dummy)
Taillights 1 -- taillights1
Taillights 2 -- taillights2 
Reversing Lights -- reversinglights, reversings or revs
Front Indicators -- indicators_f or turns_f
Rear Indicators -- indicators_r or turns_r
Brake Lights -- brakelights or brakes
Center Brake Light -- brakelightsm or brakesm
Fog Lights -- foglights
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Vehicle Part Suffix:
boot_dummy -- _boot
bump_rear_dummy -- _brear
bump_front_dummy -- _bfront
bonnet_dummy -- _bonnet or _hood
windscreen_dummy -- _window
door_lf_dummy -- _dlf
door_rf_dummy -- _drf
door_lr_dummy -- _dlr
door_rr_dummy -- _drr
wing_lf_dummy -- _wlf
wing_rf_dummy -- _wrf
wing_lr_dummy -- _wlr
wing_rr_dummy -- _wrr
forks_front -- _forksf
forks_rear -- _forksr
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Texture for lights off -- lights
Texture for lights on -- lightson
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MVL Vehicle Light Texture -- vehtxd_xxx (xxx is the name of your light texture file).

For MVL Vehicles:
Create an extra .txd file containing the vehicle's light textures.
Add a new dummy named vehtxd_xxx in your vehicle's .dff model file, and link it to the root dummy.
Rename your light texture .txd file to match the xxx part of the dummy name.
Place the renamed .txd file in the mvl/vehicles folder.

Example: If your dummy is named vehtxd_abcde, rename your texture file to abcde.txd and place it in mvl/vehicles/.
--------------------------------------------------------------------------------------------

You MUST NOT connect the renamed light parts to the vehicle part dummies (e.g., boot_dummy, bump_rear_dummy). This is because the game will treat all objects linked under a vehicle part dummy as part of that dummy itself, making it impossible for the plugin to recognize their actual node names.

It is recommended to connect all light meshes and dummies directly under the top‑level (root) parent dummy of the model instead.

Dummies are used to add extra corona lights and pointlights. If you do not want corona lights and pointlights, you can skip the step of creating dummies.

Lights on pop-up headlights do not need to be separately extracted and suffixed. Simply connect the light part to the linked puplights.
Examples 1:
puplights_l_30
--headlight_l
puplights_r_30
--headlight_r
--headlights
--headlights1

Examples 2:
puplights_30
--headlight_l
--headlight_r
--indicator_lf
--indicator_rf
--headlights
--headlights1
--indicators_f

You can add vehicle part suffixes to any named meshes/dummies within the .dff, so as to connect it to vehicle parts. And you can add the _ok/_dam suffix to make Okay and Damaged objects.

For example, if carplate is to be connected to bump_rear_dummy, it can be renamed to carplate_brear, or to carplate_brear_ok. If renamed to carplate_brear_ok, when bump_rear_dummy renders the damaged part, carplate_brear_ok will automatically disappear, and carplate_brear_dam will start to be displayed.


This feature is compatible with the tuning parts of the MVL plugin. (Note: There are still many bugs for tuning parts and it needs improvements.)

Placeholder Requirement for Tuning Parts:
The main vehicle .dff must contain placeholder meshes for all possible tuning parts variants, even if they are not always visible.

For example, If a rear bumper diffuser is an optional tuning part, the main .dff must still include a mesh named diffuser_brear as a placeholder. This placeholder must be a mesh (it can have zero vertices/faces), not a dummy, as the MVL Tuning Function does not replace any dummies.

An ideal root structure for a vehicle with tuning parts would look something similar to this:

Main .dff structures:

ABCDE
--wheel_rf_dummy
  --wheel_rf
--wheel_rb_dummy
--wheel_lf_dummy
--wheel_lb_dummy
--chassis_dummy
  --bonnet_dummy
    --bonnet_hi_ok
    --bonnet_hi_dam
  --<other vehicle parts>
--misc_a
--misc_b_boot_ok
--misc_b_boot_dam
--misc_c_dlf
--misc_d
--misc_e
--misc_f
--misc_g
--puplights_30
  --headlights1
  --headlight_l
  --headlight_r
--brake_m_ok
--brakesm_boot_ok
--brake_m_dam
--brakesm_boot_dam
--carplate_brear_ok
--carplate_brear_dam
--<other vehicle lights and dummies>
--<other tuning parts>
--vehlight_aabbcc

Tuning1.dff structures:

tuning1
--misc_a
--misc_b_boot_ok
--misc_b_boot_dam
--misc_c_dlf
--carplate_brear_ok
--carplate_brear_dam
--bonnet_hi_ok
--bonnet_hi_dam
--<other tuning parts>

Tuning2.dff structures:

tuning2
--misc_d
--misc_e
--bonnet_hi_ok
--bonnet_hi_dam

Tuning3.dff structures:

tuning3
--misc_f
--misc_g
