DOWNLOADS, COMMON QUESTIONS AND MOD INFO IS ALL IN THIS FIRST POST Please make sure you read it thoroughly before asking any basic questions, thanks This thread is the home for all my various traffic pack projects, as well as my traffic tool, which I've been working on for the past few years now. These are groups of dedicated traffic vehicles with every last possible drop of optimisation and performance squeezed out of them to allow for significantly more of them to run on the average PC compared to the standard vehicles. There's quite a few different elements here so I'll split this thread up into a few sections for each dedicated part. Traffic Tool This is the core part of the mod and most important bit of all, as it allows for spawning dedicated groups of vehicles I have put together for all the traffic vehicle packs. There are also many options to allow more control over spawning than you'd be able to have normally, such as fine control over license plates and many other details. The tool is by default opened by the left square bracket ( [ ) key on your keyboard - if this doesn't work then check your keybinds. This default may not work on non english keyboard layouts - please check the assignment for Toggle Agent Traffic Tool under General Debug in the controls menu to check and reassign the button. From inside the tool you will have access to all of the mod's functions: The main "Group" tab contains all the basic functions for spawning vehicles with the mod -Choosing which group of vehicles to spawn -Pooled vehicles --Pooled vehicles are extra vehicles on top of the main amount loaded into memory but don't appear driving all the time. These are periodically switched with driving vehicles while the traffic is running to allow for a wider variety of vehicles than simply the active amount of cars. The active vehicle count will never exceed the amount of normal, non pooled cars selected and the pooled number is the amount of extra, not active vehicles available to be swapped in. -Parked vehicle functionality, with on the fly parts switching to avoid needing duplicate configs for everything This screen now also provides info about the current group, such as a description and estimated performance impact (every number has +18mb from license plate resources, because cef is evil and horrible) The Expansions tab is for controlling a new addition to the mod, the expansions system This allows you to load multiple secondary groups in addition to the main group, intended for using groups from different mods at the same time, and make a secondary group's vehicles rarer too. Some examples of usage may be using a different mod's group of European vehicles at the same time as the main European group, or using a group of classic vehicles to rarely appear inbetween a normal modern day group of vehicles. The Setup tab contains all of the extra options for controlling how your vehicles will appear, such as license plate settings and AI driving style. -Choosing a specific license plate design for traffic vehicles -Choosing custom license plate models for traffic vehicles - several modded plate shapes supported currently: --US and EU plates from the standard game --Italian small front plates by @gsbr_697 --British rear yellow plates by @JorgePinto --Mercosur/Mercosul plates by @RealVector --Cypriot front white/rear yellow plates by @RealVector --Japanese vehicle type/class correct plates by myself No content from these mods is actually included in this mod beyond the vehicle end plate parts and you will be given a download prompt for the repo if you try to select an option without it's required mod installed. Support for these options relies on the developer of the vehicle group you are using to have added them to their vehicles, so the more unique options may not always function. Try to stick to plate styles that fit the group you are using to ensure you have a smooth experience -Randomised front plate usage is an option intended for american traffic that randomises cars having front plates, for states where they're not required and such. -Quick start will make vehicles spawn already active and moving incase you are too lazy to press the start button -The standard options for AI driving parameters from the ingame traffic controls are also available here Vehicle Groups The central core of the Traffic mod are its groups (sometimes referred to as packs). These are collections of vehicles spawnable via the traffic tool to control what traffic vehicles are used in the game. Currently the mod contains the EU group (55 vehicles) and two versions of Japanese group (32 vehicles) that are tailored to different environments of the country. More groups are available from various mods available across the BeamNG forum if my included ones are not to your taste. European Traffic Group This is the original main group of this mod, featuring 53 different vehicles frequently found on the roads across the European continent. This pack is older and mostly predates the switch to scratch modelling vehicles myself for the mod, so sadly the variety is not as unique or interesting as the Japanese group below but still hopefully should help to add more life to your game regardless. The vehicle lineup has been mostly influenced by things found in Italy as that is the only significant official European BeamNG map but for the most part is still pretty generic and should fit a variety of countries from across the area and beyond. Included in the main traffic mod zip download (linked near the bottom of this post) Japanese Traffic Group This group is made up of vehicles all frequently found in Japan (at least based on all the google maps research I've done over the years) This is the first and currently only pack to have been scratch made from the ground up for this mod, and therefore features a much greater and more realistic variety of vehicles to hopefully accurately represent the road scenes of the country. It contains 28 unique vehicles, plus a couple more global vehicles reused from the other groups, all of which contain a variety of realistic configurations and unique versions to make sure the traffic is as good as I can possibly manage. Included in the main traffic mod zip download (linked near the bottom of this post) Spoiler: Deprecated content Yakuza Traffic Pack This is the old Yakuza traffic group, originally intended for use on me and @Car_Killer's various ports from the game. This one is really not up to current standards and apart from the novelty of being the vehicles from the series, has functionally been replaced by the new main Japanese traffic group so is now deprecated and may not work properly anymore. All cars from Yakuza Like A Dragon by Ryu Ga Gotoku Studio, extracted using the Yakuza GMD Tools by theturboturnip. The download is still available in the deprecated section near the bottom of this post for those who are still interested Showcase Videos Common questions & troubleshooting The [ key may not work for various reasons (different keyboard layouts, conflicting mods, messed up settings). Please check the keybind in the controls menu ("Toggle Agent Traffic Tool" under General Debug) if this is the case The mod will not function in older versions of the game. Please buy the game legitimately pirates/sincerest apologies Humble Bundle users. This mod should be installed like any other mod and placed inside the mods folder in your userfolder. You should never be extracting or moving files to the game install files. More info can be found here: https://documentation.beamng.com/tutorials/mods/installing-mods/#manual-installation Spoiler: Consistent lua errors/fatal exceptions -angelo234's Advanced Driver Assistance Systems mod is known to cause errors breaking traffic and other game features as of 0.35, uninstall this mod and wait for a fix. -BeamMP and the DFA pack generally cause lua errors with various parts of the game after each game update and if you have either of these installed it will be worth removing them and clearing your user folder to retest any issues Spoiler: Random lua errors/fatal exceptions If you experience random, inconsistent lua errors with this mod and your systems uses a 13th or 14th generation Intel processor then there is a decent chance this is an issue with your CPU. The nature of traffic in BeamNG means that your CPU gets pushed a lot harder than in most other circumstances, so can reveal these issues earlier than they may usually show themselves via random lua errors that don't make any real sense in the game. More information can be found here https://community.intel.com/t5/Proc...ty-Reports-on-Intel-Core-13th-and/m-p/1617113 Spoiler: All vehicles appearing white If all vehicles are white and you have redownloaded this mod since the beamng 0.37 update then make sure you do not have the Vehicle Parts Painting mod by KRtekTM as this has been found to break paint colours with traffic If you haven't redownloaded the mod since 0.37, or have and are running old game versions please make sure you have everything updated to the latest versions to prevent issues with paints Spoiler: Model or texture issues If you have issues with models not appearing or textures being broken, make sure you clear your cache, have no local saved files in your userfolder and do not have multiple copies of the mod installed as this will break things Technical Details Spoiler: Optimisation info Everything in the mod has had rigorous levels of optimisations done to ensure the best possible performance on weak PCs, to the extent that this project also ended up being the tech demo that led to the official simplified vehicles being made, meaning performance is at least on par or better than they are. If you're unsure about system performance then you can probably run about as many of these as you can those. Optimisations include basic traffic jbeams stemming from the official ones, purely data value generic materials wherever possible with only badge textures and paint colour palettes using actual textures apart from small exceptions, utilising proper texture cooker PBR formats in the instances they are used for optimal GPU performance and smart glowmaps utilising vertex colours to avoid baked textures and UV maps. The mod however does use full PBR materials and the models are only as low poly as they can get away without looking visibly blocky, so the cars still should look decent as they go past For Modders Spoiler: Making your own traffic There are a few important aspects to consider when making your own traffic: For the vehicles themselves it is very important that they are optimised as much as possible, meaning the lowest acceptable poly counts before things get visibly ps2, using as little textures as possible (using generic values absolutely everywhere you can) and abstracting some details away if they wouldn't be visible on a car just driving past the other way anyway. For setting up groups, the basic formula and options should be pretty easy to figure out by just looking at my groups as references. Each group has a tags section at the bottom, most of which I already use and are hopefully self explanatory, and vehicle rarity is handled by the population (or parkedPopulation for setting that separately where needed). If you need explanations or info about anything specific feel free to message me on here and I will do my best to help The only real complex bits are how plates are set up for each different thing, the easiest way to get this right is again to make sure the naming scheme (_US, _EU etc is the same as my vehicles and you should be good. using a copy of the "extra" plates is advisable for globally available cars as this is where the extra plate options from the tool all live but if you have something more specific only US and/or EU plates should suffice. Future & Upcoming Content Not much planned for the immediate future for this mod, I have other things I would like to work on for a while. If I do return it will probably be for an older 70s/80s/90s traffic group, and more additions for the Japan group. My original US/American traffic group is now being continued and made releasable by @Spiicy and can be found here https://www.beamng.com/threads/spiicys-realistic-american-traffic-pack.108087/ releasing sometime within the next few years hopefully Credits Vehicle modelling credits: @Ezo - Picanto, Seicento (EU pack) and Move Canbus (JP pack) @Spiicy - Move Latte (JP pack) joethebestinthehouse (discord) - Yeti (EU pack) @Car_Killer - Providing Seicento scan EU Old pack models from FM4, FH1, GT6 and TC2 Everything else in EU Pack 2 and the Japan Pack modelled by myself (@AgentMooshroom5) from scratch for this mod Traffic tool & other credits: @Car_Killer - Helping me learn lua and contributing some of the fancier stuff to the tool code, making and contributing tire textures @Ezo, @Ai'Torror, @RenAzuma66 - Jbeam contributions, help and advice @LuisAntonRebollo - BeamNG's graphics & engine dev guy who is either indirectly or directly responsible for all the endless details about how the game works and how to optimise it (mosty via @Car_Killer), the extent of this mod wouldn't be possible without all this knowledge @! nick - Precisely nothing of use this time round I can't think of anything funny 3D modelling and scanning contributions from @Ezo, @Spiicy and @Car_Killer @Agent_Y, @synsol and everyone else who worked on the original official simplified traffic vehicle jbeams Σ64 - Mt.Daisenjogatake 05 (Wikimedia Commons, CC BY 3.0) - Photo used for background of street view skin Downloads Main Traffic Mod (EU + JP) and Traffic Tool Google Drive - https://drive.google.com/file/d/1ssj9vQzlS-UBPUrdwdsng52tenc019bP/view Mediafire - https://www.mediafire.com/file/urcvmt4u71s9984/agent_traffic_mod.zip/file (last updated 25th May 2026, Japan group update release) Stock Traffic Groups Addon Download - https://www.beamng.com/attachments/agent_traffic_addon_stockgroups-zip.1244432/ (last updated 20th July 2025 - 0.36 support) Spoiler: Deprecated content downloads Yakuza Traffic Pack: https://drive.google.com/file/d/1HXqjDTGEnOOAUZHRcRgIWLkbeg4iidLX/view This mod is fully free and these are the only official downloads, anywhere else is stolen and probably either fake or messed about with. Please do not redistribute, reupload or steal any of my own or or my friends content from this mod without explicit permission! If the model wasn't made by me and my friends then more suitable raw versions exist so there's no need to use stuff from here, and if not then they've been painstakingly made from scratch specifically for this project and therefore stealing for some low effort meshslap is just rude. Especially no selling anything stolen from here because that's another level of scummy and you should feel ashamed. If you have any genuine enquiries regarding this please DM me here on the BeamNG forums. Please no requests! I have spent several years on this mod and therefore have most likely thought of your idea already. I current have 3,620 3D scans for potential future additions which is more than I can make in my lifetime already. Wording it differently also doesn't disguise the request, "it would be cool to see", "one day i hope for" is still the exact same as a request functionally If you are a genuinely talented modeller and create low poly (ideally under 50k, definitely under 100k) regular car models that would fit this mod from scratch or from photoscans then I'm happy to take model donations to the mod as the time it takes for me to model is the biggest bottleneck for adding new content. I upload some of my best photoscans I have to sketchfab for free download if you fancy some starters
Awesome! This makes BeamNG feel more alive and immersive without sacrificing too much performance! And what's even better, is that you can drive all of them with little to no changes in FPS! Great work, mate! Here's my performance report on an AMD Radeon R5 with 8 GB of RAM: Spawning both packs takes quite a few minutes to load, and despite having 30 FPS, it didn't cause a single drop in FPS, even after spawning three of them on Industrial Site with simplified collision physics on, which would bring my framerate to its knees under normal circumstances. That's really cool, ain't it? I hope to see Mexican and Latin American packs, too!
Can't wait to try it. But I'm pretty sure this is a groundbreaking mod to enhance the experience of realism in the game. Thank you for your great work.
--- Post updated --- When 1997 VW Polo Classic 1.8Mi (6k1) stricktly 1996 fabrication 1997 model year in Flash Red in South American, Brazilian Spec?????????????????????
Such a great mod! Just drove around italy with 30 active cars, it was so fun overtaking traffic in small gaps
I didnt find the bind in the settings ): --- Post updated --- how do you find the bind bc i didnt find tyhe bind [