Objects and Collections

Place buildings, trees, bushes, lights, power lines, fences and rocks, or use models from your team library.

On this page

Place buildings

Select building polygons in Objects. Apply Grade if their foundations need leveling, then open Collections and choose Buildings.

Assign a model to a selected polygon, or apply a collection to a category to populate several buildings. Review the result and replace unsuitable choices. Use Select or Transform to adjust position, rotation and size. Keep entrances clear and remove overlaps.

In Collections -> Buildings, narrow the Height range before applying the collection. Lower the maximum for a village of low buildings, or raise the minimum to keep taller models. The range filters the list and automatic footprint matching; its endpoints are included. It starts at the full range and resets when you change collections or reopen the Editor. If no models remain, widen it or choose another collection. Existing placements change only when you assign or Apply; unmatched polygons retain their buildings. See Buildings and electricity for the full controls.

Replacing a building uses the new model’s alignment. Wait for saving to finish, then create a new export to include the replacement. An already downloaded ZIP does not update.

Export seats each stock building against the lower terrain along its footprint, with a small inset to avoid gaps. On steep slopes this can bury the uphill side; use Grade to level the foundation and review doors and steps in BeamNG.drive. Models with stilts or raised floors retain those features.

Create forests and add bushes

Select a forest polygon and apply Object Distribution. Set its spacing and variation, then choose the Trees collection and the models you want to distribute. Start with a few compatible models and inspect the density before filling a large area.

Bushes use the same Trees collection workflow. Choose bush models for small patches, roadside vegetation or undergrowth, and use separate polygons when their spacing should differ from the trees.

Trees and bushes are excluded from constructed ground roads during export, including junctions and tight curves. Open areas inside road outlines remain available for vegetation. Keep building entrances clear and check the distribution near polygon edges and on steep ground; change its settings or edit the outline if necessary.

Use your own models

Open Models from the dashboard sidebar and upload a textured GLB, or choose an existing Ready model. In the Editor, select one polygon, open Collections → Models, and assign it.

Adjust the placement with Select or Transform. Ready models and their textures are included in your export. If a model is still processing, wait for Ready; replace or remove a failed model before exporting.

Use static models with embedded PNG, JPEG or WebP textures. Bake skeletal animation to a static mesh before uploading. If export reports an unsupported material, simplify it so all its texture maps use the same UV coordinates and repeat wrapping, then upload the corrected GLB.

Place poles and connect wires

Select a pole or tower point in Objects, open Collections → Electricity, and choose a model. To assign several points, select their category or layer and apply the chosen model.

For wires, place compatible poles along an imported power line or a line categorized as power_lines or power_lines_minor. The line guides connections; it does not place poles for you. Use compatible pole designs along each run and inspect the connections after rotating or scaling poles.

Check wire clearance above roads, buildings and terrain. Move the poles or change their height where necessary. Wires are scenery and do not stop vehicles.

Add street and highway lighting

Use Collections → Electricity to assign a lamp to a point. Lamps need no wires or power connection. Rotate and scale them to suit the road or yard.

The Editor shows each fixture’s shape and position. In BeamNG.drive, the lamps turn on at night and off during the day. Test nighttime coverage in the game and adjust spacing if the area is too dark or too bright.

Fit fences and gates

Select a fence line, open Collections → Decorations → Fences, then choose a family and its panel, post and gate models. Select Apply to fit the fence along the line.

Inside keeps spans within the guide. Cover ends allows the end spans to extend past it. Use the family’s post choices where needed; panels that already include supports do not need extra posts.

Place gate points near the fence. Tagged gate points, or nearby points in the same layer, can create openings using the selected gate. Keep unrelated points in another layer. Review the joins on slopes and at corners.

Exported gates are static scenery. They do not open; leave an unobstructed opening wherever vehicles need to pass.

Place rocks

In Collections → Decorations → Rocks, choose the variants to use. Apply them to selected points, or configure Object Distribution on a polygon for a group of rocks.

Check their size, grounding and distance from the road. Fences, gates, rocks and buildings are solid scenery, so test narrow passages with the vehicles you expect to use.