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What was your first ever mod? (If you made any)

Discussion in 'General Discussion' started by Asgalager, May 6, 2018.

  1. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

    Joined:
    Aug 4, 2013
    Messages:
    682
    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.
     
  2. Spiicy

    Spiicy
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    Sep 8, 2016
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    3,798
    ill write something later, i just red the no config thing
     
  3. missionsystem

    missionsystem
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    Joined:
    Oct 9, 2015
    Messages:
    636
    Sunburst undercover police, and i think i made a few unreleased skins before that
     
    • Like Like x 1
  4. Spiicy

    Spiicy
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    Sep 8, 2016
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    3,798
    To be honest it was my kerr vertable that literally took an hour to make, I did not know that much about modding then
     
    • Like Like x 4
  5. ajz177

    ajz177
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    Joined:
    Jun 28, 2016
    Messages:
    101
  6. NinetyNine!

    NinetyNine!
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    Vehicle Artist
    BeamNG Team

    Joined:
    Feb 17, 2016
    Messages:
    1,343
    varietymod ¯\_(ツ)_/¯
     
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    • Informative Informative x 1
  7. coolusername

    coolusername
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    Joined:
    Dec 22, 2014
    Messages:
    3,689
    inb4 some ppl get triggered;)

    ot: signature:rolleyes:
     
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  8. @op@

    @op@
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    Joined:
    Sep 10, 2017
    Messages:
    1,096
    my 1st try was with Nakamura SI7 from burnout paradise. It is not fully dead yet, just need to learn texturing
     
    • Like Like x 2
  9. Taza

    Taza
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    Joined:
    Nov 8, 2015
    Messages:
    1,335
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  10. DuneWulff

    DuneWulff
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    Joined:
    Apr 25, 2016
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    1,034
    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. :rolleyes:
    ----
    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.
    screenshot_00024.png screenshot_00025.png screenshot_00030.png screenshot_00033.png screenshot_00034.png
     
    • Like Like x 1
  11. Blood-PawWerewolf

    Blood-PawWerewolf
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    Joined:
    Jan 18, 2016
    Messages:
    654
    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.
     
  12. D-Troxx

    D-Troxx
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    Oct 4, 2013
    Messages:
    1,321
    200BX mod 3 years ago.
     
    • Informative Informative x 1
  13. Flippi 284

    Flippi 284
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    Joined:
    May 2, 2017
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    2,855
    • Like Like x 1
  14. Alex_Farmer557

    Alex_Farmer557
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    Dec 28, 2016
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    A 300mb unreleased engine pack.
    Still being added to
     
  15. BannedByAndroid

    BannedByAndroid
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    Joined:
    Jan 29, 2017
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    1,236
    I made a sound mod at first, it's a really bad one. :D
     
  16. Fundador

    Fundador
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    Joined:
    May 21, 2013
    Messages:
    595
    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

     
    #37 Fundador, May 18, 2018
    Last edited: May 18, 2018
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    • Staff Pick Staff Pick x 1
  17. JBatic

    JBatic
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    Joined:
    Jan 22, 2015
    Messages:
    1,048
    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
     
  18. workclock1©

    workclock1©
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    Joined:
    Jan 5, 2016
    Messages:
    2,555
    Barstow Demon and Hellcat, very bad mod, but hey, it was a first.
     
    • Like Like x 1
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