Demolition Derby Sunday Cup Volume 1 https://www.beamng.com/resources/no...campaigns-and-a-multiseat-derby-with-ai.1573/ I was out of work for a month and worked pretty much solid on this. I used the AI LUA from Crazikyles Figure-8 mod and went on a mission to make something that was as optimized as possible so that people would have a chance of being able to run it at a half decent frame rate. That meant making my own small levels with very few assets and stripped down configs for the cars. I released it with just one track and one scenario at Tanner's Gulch (fictional), it then grew to 5 custom tracks and over 60 different race setups including a multiseat, mini figure 8 race with the AI, chaos. Sadly the old LUA that I got from Crazikyle doesn't work now. I have tryed to convert the AI over to the new code that 'Ashfalt Derby' uses but for some reason the game says that the waypoints don't exist. The devs told me that the issue had helped them track down a significant issue with the core code and to wait for them to fix it. I would love to get this going again. I only made it originally for my own amusement but it worked out better than I thought for the most part, so I polished it and released it. I have recently asked Synsol to have a poke and see if I can get any info on the matter.
To be honest it was my kerr vertable that literally took an hour to make, I did not know that much about modding then
I made a horn mod. https://www.beamng.com/threads/cars-horn.50360/ Would like to get in to modding over the summer.
my 1st try was with Nakamura SI7 from burnout paradise. It is not fully dead yet, just need to learn texturing
Followed this guide https://wiki.beamng.com/How_To_Edit_Vehicle_Files IF YOU WANT TO MAKE MODS DON'T FOLLOW THIS IT'S OUTDATED And then uh I don't remember. Maybe license plates.
Pfffahaha https://beamng.com/resources/jackrabbit-gulch-the-vehicular-stunt-island.668/ Jackrabbit Gulch. I had figured out how to use the world editor and I set to creating a desert-like map. I couldn't figure out how to import objects, so I ended up with an island map jam packed with a bunch of Gridmap stuff. I didn't know that you could name the map something else without renaming every instance of the name, so I left it as "Jackrabbit Gulch" even though it was not a gulch of any sort. Idk if it even works anymore, but I'm leaving it alone as a reminder that I was a newbie once too. ---- Technically, I made two maps before Jackrabbit Gulch. https://beamng.com/threads/1960s-asteroid-exploration.25175/#post-365066 was made before it, but released after JG. and... Firefell Caldera was the first real map I ever made, but all that remains are screenshots. It was broken and had issues everywhere. The heightmap went on to become Snakeridge Trails.
I haven't truly created a mod, yet I did repair the sledgehammer mod after an update broke it a few years ago. and I did make a proof of concept door latch mod, while StinchinStein made some improvements to it.
Well technically my first mod is this skin https://www.beamng.com/threads/flipping-covet-skin.45877/ And....yeah it’s cringey. It was basically me messing around in paint.net. The first mod that I was actually proud of was the Honolulu police pack https://www.beamng.com/resources/honolulu-hi-police.2920/ Yeah it needs all blue light bars but....I’ll get to that soon™
I think the first ever mod I released was the Cessna. It was either the first or second plane for the game, I don't remember exactly because me and another moder where racing to release ours first and ended up releasing within hours of each other. Long time ago now. Curious to know if anyone is still active from those days haha
attempting to improve a russian bronco, I started in 2016 and ran into a bunch of issues but I still poke it when I can. I am planning on reworking some more stuff this summer after I get my hands on blender for dummies because I prefer books