RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Debug DrawingGPU Mesh StructsImGui FFIMath Structs (FFI)FFI C DefinitionsPID ControllersCSV LibraryDelay LineDequeDevelopment UtilitiesEvent ReferenceExtension SystemSignal FiltersGraph PathfindingUI BridgeInput Filter Constants2D Bilinear InterpolationIntrospectionJBeam Pretty PrinterJSON AST ParserSJSON ParserJSON Debug ParserJSON Pretty PrinterK-D Tree (2D Boxes)K-D Tree (3D)K-D Tree (3D)Lua SerializerC++/Lua BindingLua CoreLua ProfilerMath LibraryParticlesQuadtreeSettingsTCP ServerTimer SchedulerUtility Library
ExpressionParser ReferenceGroups ReferenceInteraction ReferenceIO ReferenceLinks ReferenceLoader ReferenceMaterials ReferenceOptimization ReferenceScaling ReferenceSectionMerger ReferenceSlotSystem ReferenceTableSchema ReferenceUtils ReferenceVariables Reference
Assorted ReferenceCamera ReferenceColors ReferenceEvents ReferenceLicensePlatesSkins ReferenceMeshs ReferenceMirror ReferenceNodeBeam ReferencePaints ReferenceVisual Ropes ReferenceWheels Reference

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API Referencecommonjbeamsections

LicensePlatesSkins Reference

Module defined in `lua/common/jbeam/sections/licenseplatesSkins.lua`. Processes license plate and skin setup from active parts data, applying skins to the vehicle object and configuring license plate

Module defined in lua/common/jbeam/sections/licenseplatesSkins.lua. Processes license plate and skin setup from active parts data, applying skins to the vehicle object and configuring license plate rendering.


Exports

Functions

M.process(objID, vehicleObj, config, activePartsData)

Iterates all active parts checking their slotType for license plate and skin indicators. Sets up license plates (format, path), applies skins via vehicleObj:setSkin(), and handles default colors from skin parts.

  • Parameters:
    • objID - number - Vehicle object ID
    • vehicleObj - userdata - C++ vehicle object
    • config - table - Vehicle config (may contain licenseName)
    • activePartsData - table - {partName → part data} map of all fitted parts
  • Returns: self (module table, for chaining)

Internal Notes

  • License plate detection: parts with slotType containing "_licenseplate" or having licenseplateFormat field.
  • License plate design: parts with slotType containing "licenseplate_design" provide licenseplate_path.
  • Default license plate format: "30-15".
  • Skin detection: slotType containing "skin_" or equal to "paint_design".
  • Skin application: vehicleObj:setSkin(skinSlot .. '.' .. skinName).
  • Handles both string and table slotType formats.
  • License plate text set via extensions.core_vehicles.setPlateText.

See Also

  • Assorted Reference - Related reference
  • Camera Reference - Related reference
  • Colors Reference - Related reference
  • Common Libraries Overview - Guide

Events Reference

Module defined in `lua/common/jbeam/sections/events.lua`. Processes event definitions and physics triggers from JBeam data, creating trigger objects on the vehicle's C++ object.

Meshs Reference

Module defined in `lua/common/jbeam/sections/meshs.lua`. Processes 3D mesh attachments: physics triangles, props (animated objects), and flexbodies (deformable meshes).

On this page

ExportsFunctionsM.process(objID, vehicleObj, config, activePartsData)Internal NotesSee Also