Fan Giblets - For BeamNG.drive Game - Not Real - Gore Warning

Published on ● Video Link: https://www.youtube.com/watch?v=Sr8UmMeg2Bo



BeamNG.drive
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Duration: 0:00
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BeamNG may look real, but it is only a game.

This is experimental particle to emit when rubber or metal comes in contact with node material NM_PEOPLE for jbeam nodes
Or Ground model PEOPLE if used as a dae ground model set in the material editor or terrain painter library.

for new people. download notepad plus plus. Open it and say new document. and just save it as anynameyouwant.json or groundmodels.json and put in the groundmodels folder that you create in your levels root.

Particle coming soon.. But for now..
Simply ad a folder in your level 0.35/your_level/groundmodels/groundmodels.json
and paste this in the groundmodels.json...



/*******************************************************************************

The documentation can be found at

https://documentation.beamng.com/modding/levels/physics_materials/

*******************************************************************************/
{
/* ASPHALT is special as it is the default model for everything: do not remove */
"ASPHALT_3": {
"staticFrictionCoefficient" : 3.98,
"slidingFrictionCoefficient" : 0.70,
"hydrodynamicFriction" : 0,
"stribeckVelocity" : 4.5,
"strength" : 1,
"roughnessCoefficient" : 0,

"defaultDepth" : 0,
"collisiontype" : "ASPHALT",
"skidMarks" : true,
"aliases" : ["groundmodel_asphalt1", "grid", "concrete", "concrete2"]
},
"MELT":{
"staticFrictionCoefficient" : 1111.1,
"slidingFrictionCoefficient" : 111.1,
"hydrodynamicFriction" : 1.1,
"stribeckVelocity" : 0.1,
"strength" : 1.0,
"roughnessCoefficient" : 0.1,

"fluidDensity" : 1000,
"flowConsistencyIndex" : 1,
"flowBehaviorIndex" : 0.1,
"dragAnisotropy" : 0.1,
"shearStrength" : 1111111.0,
"defaultDepth" : 31.1,
"collisiontype" : "MELT",
"skidMarks" : true
"aliases" : ["FIRELARGE", "MELT"]
},
"Snow2" : {
"staticFrictionCoefficient" : 0.8,
"slidingFrictionCoefficient" : 0.1,
"hydrodynamicFriction" : 0.02,
"stribeckVelocity" : 1.5,
"strength" : 1,
"shearStrength" : 11121,
"fluidDensity" : 63000,
"flowConsistencyIndex" : 300,
"flowBehaviorIndex" : 0.35,
"dragAnisotropy" : 0.2,
"defaultDepth" : 0.3,
"collisiontype" : "SNOW",
"skidMarks" : true
},
"SNOW3" : {
"staticFrictionCoefficient" : 0.6,
"slidingFrictionCoefficient" : 0.4,
"hydrodynamicFriction" : 0.02,
"stribeckVelocity" : 3,
"strength" : 1,
"shearStrength" : 31121,
"fluidDensity" : 30000,
"flowConsistencyIndex" : 200,
"flowBehaviorIndex" : 0.35,
"dragAnisotropy" : 0.5,
"defaultDepth" : 0.2,
"collisiontype" : "SNOW3",
"skidMarks" : true
},
"PEOPLE" : {
"staticFrictionCoefficient" : 0.6,
"slidingFrictionCoefficient" : 0.4,
"hydrodynamicFriction" : 0.02,
"stribeckVelocity" : 3,
"strength" : 1,
"shearStrength" : 31121,
"fluidDensity" : 3300,
"flowConsistencyIndex" : 200,
"flowBehaviorIndex" : 0.35,
"dragAnisotropy" : 0.5,
"defaultDepth" : 2.2,
"collisiontype" : "PEOPLE",
"skidMarks" : true



},

/* The void is a special groundmodel that can be used to punch holes into things
I.e. The holes in the terrain use this to be able to drive through it
*/
"VOID":{
"defaultDepth" : 10000000,
"staticFrictionCoefficient" : 0,
"slidingFrictionCoefficient" : 0,
"hydrodynamicFriction" : 0,
"stribeckVelocity" : 0,
"strength" : 0,
"roughnessCoefficient" : 0,
"collisiontype" : "ASPHALT",
"fluidDensity" : 0,
"flowConsistencyIndex" : 0,
"flowBehaviorIndex" : 0,
"dragAnisotropy" : 0,
"skidMarks" : true
}
}







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