BeamNG MUD depth custom ground model

Published on ● Video Link: https://www.youtube.com/watch?v=TCm2q83UW_E



Duration: 3:04
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In your levels folder make a folder called "groundmodels"
Make a text file groundmodels.json (Don't think name matters)
in it paste...
{
"goo" : {
"adhesionVelocity" : 1,
"staticFrictionCoefficient" : 0.73,
"slidingFrictionCoefficient" : 0.58,
"hydrodynamicFriction" : 0.1,
"stribeckVelocity" : 3.0,
"strength" : 1.0,

"fluidDensity" : 1200,
"flowConsistencyIndex" : 1000,
"flowBehaviorIndex" : 1.5,
"dragAnisotropy" : 0,
"defaultDepth" : 0.002,
"collisiontype" : "DIRT",
"skidMarks" : false
/*"aliases" : ["dirt", "rockydirt", "dirt_loose", "dirt_loose_dusty", "dirt_rocky", "dirt_rocky_large", "dirt_sandy"]*/
},
}


Then in the terrain painter make a new brush, and you should see "Goo" in the list. Of course you have to assign textures to the Goo, but thats the easy part.
I only messed with the default depth, but looks fun to mess with some of the others. You can make many types in the json file, naming them something else other than goo and assign the values. Could give many different depths for several mud or other materials.

Here is link again to the page I followed. May want to change the aliases, may not want "Goo" linked to the others if that is in fact what its doing.







Tags:
beamng mud depth