No, you have to do it like this:
Step 2 will rename the files to their intended names so that they can be imported through the BML/VHF.
After they are renamed, if you want to import the car again later, you can skip step 2.
There's also a Rename button that will do just that, without importing the car.
before . . . . . . . after
Textures are the only ones that you will have to rename yourself. If you press F11 or goto MAXScript menu and click on MAXScript Listener, you will see a list of missing texture names.
It's pretty easy to identify them, and if you manage to rename them all, the next time you import the car it will have textures too.
Some tips:
- they usually come in triplets (duffuse, specular and normal map)
- wheels, brakes and tires are easy to spot, and they have a second set of blurred maps (to simulate high-speed rotation)
- check the listener for texture sets that have a 4th component called "_GLOW". These are light-emissive maps for lights or cockpit dials. If you find the glow map it's easy to spot the diffuse, spec and norm because they have the same layout
In the listener you will also notice that some car parts have failed to load. This usually happens to the LODX cockpit, I think because the cars are still in development.
Anyway, all you have to do is import the missing cockpit MEB files.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.