WIP BeamNG VFX & World Overhaul (Making BeamNG better in every way)

Discussion in 'Mods and Skins' started by zip_kiev, Sep 15, 2026.

  1. Josh94

    Josh94
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    My guess is : we can push it pretty far , especially with people as talented as you are and I can't wait to see what's coming since like you said ;

    there is volumetric stuff WIP such as smoke and effets ,

    Vortex is working on some dynamic water physics ,

    the rain mod made by Royal Rendering,

    your terrain deformation mod that looks awesome,

    cars that gets dirty ,

    dynamic scratches
     
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  2. zip_kiev

    zip_kiev
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    Hello everyone, I decided to rename this forum thread to "General Game Improvements" so that I and other modders can stay up to date on who is doing what, preventing situations where someone might end up making the exact same system twice. This thread primarily focuses on my mods, but you are also welcome to post and share interesting videos, at the very least to keep all of us in the loop about what other guys are working on...

    And here is a juicy video of the physics update (speaking of physics, by the way), which burned out my last nerve cells, but it’s totally worth it!!! Ugh, now I have to sit and wait for the limits for a whole week (((, otherwise it could have already been done.
    — Other modders are also working on physics; I'm currently chatting with one to figure out which version should go into the game in the future, so we don't end up making two versions simultaneously (their physics also look pretty decent).

    PS: I also accidentally stumbled upon a train mod, launched it just to take a look, and I liked it so much that I decided to dig deeper and make something proper. So now I want to do the following, but only if I manage to fix a bug* *The bug is that the train derails on small turns. I’ve already researched it a bit, and maybe I’ll be able to fix it. The problem is that one wheel always slips off the rails because they are static, NOT like in real life where the wheels actually move!!

    If it works out, I want to:

    • Create normal tracks at the map level with the ability to configure them like in some simulator.

    • The ability to spawn trains on the rails with a single click.

    • Switchable track switches/turnouts.

    • Some lightweight train re-centering/snapping system so everything is normalized.

    • A traffic dispatcher to manage trains and tracks (need to test how many the game can handle; I’d love to have 3 trains with 5 cars each...).

    • Figure out an easy way to edit models so that car bodies can be easily swapped onto bogies with wheels.


      but if not - no trains from me because go only straight with little turn not interesting!
     
    #22 zip_kiev, Oct 5, 2026
    Last edited: Oct 5, 2026
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  3. zip_kiev

    zip_kiev
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    Hi2all. Have a little update
    Vegetation & Grass:
    - no sound
    Train system:



    Current Development Status & Progress Update
    • Train System: Still working on collision fixes and making sure the derailment issues on tight turns get sorted out.

    • Mud Deformation: ️ Still in active progress.

    • Interactive World (Physics): ⚙️ Already showing great results, but currently on hold waiting for version 0.40.

    • Sand System in Trucks: ⏳ Super early prototype, but the core idea allows players to add sand and unload it onto the ground (great for roleplay/RLS modes).

    • Dirt Systems:
      • Dirt on wheels: Functional, but tweaking it to get the exact desired behavior.

      • Dirt on body: Functional, but also needs refinement.

      • Wheel particle effects: Looking good—producing nice dirt splashes from the tires.
    • Terrain & Surface:
      • Grass: In the testing phase.

      • Wheels: Ground stepping effects implemented.
    • On Pause / Future Plans:
      • GTA 3–style characters: Paused until version 0.40 arrives to check out the new character handling.

      • Rain system: Temporarily on hold.

      • Water system: Serious work hasn't started yet.
    A Quick Note on Development
    I’m planning to build and handle most of these core systems entirely by myself. Since I want a fully integrated and smoothly working system across the board, doing it solo ensures everything ties together properly without relying on external mods that might break or conflict down the line.

    P.S. If you want to see these updates come to life faster, sharing this thread or spreading the word adds a massive amount of motivation!
     
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  4. 1Matzh

    1Matzh
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    I think I'd be crazy to work on so many projects at the same time lol, but they're all turning out really well.
    I can't wait to see them when they're released.
     
  5. zip_kiev

    zip_kiev
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    "Yeah, I'm currently unemployed, so I have plenty of time and I'm actually enjoying it (I still have that unfinished vehicle system project for S.T.A.L.K.E.R. 2 that I started a while ago, but put on hold because of BeamNG).

    But honestly, these aren't spontaneous decisions—I've been keeping this in my head for a very long time, and I've written about it on the forum more than once, suggesting the devs should focus on this instead of new cars (which I think aren't really needed, since modders are already great at making them).

    So now I'm putting my plan into action. For example, when I started with the ground, ideas for water, grass, and SPOM (cool, performance-cheap materials like in Crimson Desert) came up naturally. So when I'm working on one thing, I kind of accidentally discover another—why not whip up the grass with minimal time investment? (By the way, grass is basically a general principle—just standard vertex animation via a shader... Yeah, without AI it's hard to do in such an archaic, old engine; in Unreal it would take just a couple of clicks and you're done...)

    Actually, I also have plans for AI drivers (though that might or might not work out), a particle manager to handle all world and vehicle effects, etc. I've got so much planned— if only I had unlimited tokens!!

    P.S. Also, the main thing—to make all this, I watch video references comparing different games like Forza Horizon 5 vs Forza 6 vs The Crew to see how everything works"
     
  6. zip_kiev

    zip_kiev
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    I wanted to share what I've been working on lately and show the first prototype of the sand system:


    What is already done:
    • it can be loaded into a truck
    • it can be unloaded onto the ground
    • the sand in the truck bed has weight (and for some reason, the truck bed latch breaks if it is filled to the brim...)
    • it is supported by several trucks, maybe even modded ones
    Not sure if it'll work, but would like to:
    • normal particle vfx (omg Particle editor2 is so shitty)
    • make the sand react to vehicles
    • make the pile on the ground react to a tractor so it can be scooped up with a bucket and dumped out
    PS: I also wanted to mention that it was working pretty well to unload the sand using procedural geometry, but damn it flickers, and I never managed to fix that, so the piles are cone-shaped...
     
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  7. SomeVietnameseplayer

    SomeVietnameseplayer
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    Hi! I vibecoded a terrain deformation system that i think it work quite well, it sink the mud and sand material terrain down, and add the custom mesh on top so it work on all maps and all vehicles. Can I get in touch with you?
     
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