шипы мод beamng drive
Spikes / NodeGrabber / Spikestrip 8
Spikestrip as a Prop
Edit 18.05.2020:
Fixed wrongfully overwrite of vehicle specific bindings.Edit 23.02.2019:
Updated to the current BeamNG version (0.15)Edit 08.07.2018:
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The model got a freshup (less complexity) and a new texture based on this. And additional the spawning process is more fluid now thanks to torsion and thomatoes50
Edit 07.07.2018:
The Gravil Grand Marshal is now able to deploy spikes on the go. The controls can be adjusted in the vehicle specific bindings section.
Edit 15.07.2016:
Some good Video from Neilogical
Edit 30.05.16:
A video of the current version from WhyBeAre
Edit 07.05.16:
Improved Physics, little Texture (if someone could make a better one, that would be really nice; the UV-Map can be adapted)
Edit 04.03.16:
During my testing, I have created a stationary spike strip. It is unrealistic but it makes fun^^
The download is in the forum thread
Edit 10.03.16:
New Body and Physics properties
Release 28.02.2016:
Greetings,
my intention is, that I want to have a spike strip, which can be thrown out by police cars. This is my first spike strip attempt. I´m not a pro in Blender nor in jBeam programming, so it could take a lot of time before the next update comes. Yet I spend the most of the time on a design that breaks the wheels every time. The next step is to figure out how to attach the spikes to the vanilla police cars and the last step is how to detach the spikes from the car in movement.
Tell me what you think and if you want to help me contact me on the forum.
I´m looking forward to reading your feedback.
Experimental Brake Glow Mod 1.2
Ah that’s hot! The brakes can now SMOOTHLY glow on all default game cars
Glowy brakes!!
I’m not sure why this isn’t already a feature in BeamNG but here it is.
This mod is a pretty simple and kind of? «Rudimentary» one. It brake glow to every vehicle with disc brakes via HTML.
As you may notice, the code for this is borrowed from another mod of mine, the Gavril Vertex
How it works:
The brake models have been replaced by an edited version of them that simply have a different material. The material includes an HTML texture as colour map. The HTML has 3 texture stages that it can smoothly move between by changing the layer opacity. Stage 1 starts at 350°C, is fully visible at 400°C and is a slightly red glow. Stage 2 is fully visible at 500°C and adds some orange to the glow. Stage 3 is fully visible at 600°C and adds more orange and yellow.
At 375°C, the texture is changed to an emissive one, to allow the glow to be seen in the dark. This change is quite noticable but the only way to not make them emissive 24/7 until translucent HTML textures are a thing.
I adjusted the temps a bit downward to make the brake glow more noticable, so it’s not that rare occasion that you can sometimes see when looking at it in the right moment. However, not that low that its always there. Heavy braking may lead to a short moment of red glow. Proceeding to do so will obviously heat-soak the brakes etc.
Stage 1-3 look like this on normal brakes. Race brakes glow more.
Race brakes look like this
Here is how it changes between the glow-iness!
A bit of technical stuff:
If you know a thing or two about modding, this section here might also be interesting. Basically, the brake temperature gets accessed by a lua program that I have written. It converts the electrics value of the wheels into a value that can be used in a glowmap. It also pushes the values forward to an HTML program. There is one HTML and one lua for each wheel. The HTML has 3 texture files that it consistantly changes the opacity of. This allows for a very smooth transition between the textures. The electrics values are used to control a glowmap that switches the material to an emissive one. That is essentially how this whole thing works!
Feel free to leave a review ^^
If you have any issues, please DM me or write into the Discussion Thread of this mod!
Also feel free to implement the glow into your own mod vehicle(s)
Message me so I can add your mod to the supported mods list in the thread about this mod