For some reason, the script was blank (like after a clean import), maybe you re-imported it at some point and didnt notice ? (it normally clears the script-file) ... also, you could keep the original .objdef and rename the scriptfile to the same name (but yes, it does work ok like that too).
So if ya re-paste the BMWs script and rewrite the wheel lines to the objects you have there, it should work. The third version of his (
https://drive.google.com/file/d/0B96RrTcNJsI2Z1V5WkdsWmNvLUU/edit) has nice sound-work too, you better copy-paste all the sound-files and the V8 folder into yours too (it will work whiteout sounds, but you have something to listen to and the error of not finding the sounds will not pop-up the little window in OT). But i may know why it maybe refused to work at your first attempt :
this.add_wheel('wheel_FL', wheelparam);
this.add_wheel('wheel_FR', wheelparam);
this.add_wheel('wheel_RL', wheelparam);
this.add_wheel('wheel_RR', wheelparam);
this.load_sound("e90_onidle.ogg"); //idle
this.load_sound("e90_offlow.ogg"); //off
this.load_sound("e90_onlow.ogg"); //on
chassis.basePitch = [ 1, 0.4, 0.4 ]; //base pitch for idle, off, on
chassis.relVolumes = [ 0.8, 1, 1 ];
chassis.soundEmitter = [b]"hood"[/b];
- the last line there (think 51st in the script) links the sounds to a certain mesh - you should rewrite that too to one of your models meshes name. You may have to first define that mesh too, like:
...
chassis.relVolumes = [ 0.8, 1, 1 ];
chassis.soundEmitter = [b]"this.pb01"[/b];
... (at the function init vehicle section)
[b]this.pb01[/b] = this.geom.get_joint([b]"FrontPannel_Button01"[/b]);
...
... but if ya like, just write the names of the model meshes and i fill the script and send it to you to look over. Also, the little buggy looks really nice.