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Modding since 2024

API Referenceve

Material Module Reference

Module defined in `lua/vehicle/material.lua`. Manages dynamic vehicle materials, "glowmaps" (lighting), and "deformmaps" (damage textures).

Module defined in lua/vehicle/material.lua. Manages dynamic vehicle materials, "glowmaps" (lighting), and "deformmaps" (damage textures).

Internal Interactions

This module heavily utilizes the obj C++ binding to apply material changes to the physical vehicle model:

  • obj:switchMaterial(msc, mat): Swaps the current material.
  • obj:resetMaterials(msc): Resets a material switch.
  • obj:setMaterialEmissiveFactor(msc, color): Scales the emissivity (glow) of a material switch.

Key Concepts

  • Glowmaps: Link JBeam triggers (like brake, highbeam) to specific material states. When the trigger value is high, the material switches to its "on" version (emissive).
  • Deformmaps: Used for visual damage. When a beam associated with a material is deformed, the material can switch to a cracked or damaged version.

Public API

FunctionSignatureDescription
forceReset()Reverts materials and clears break tracking.
init()Compiles evaluation functions for triggers. Returns M.
reset()Returns materials to "off" state.
switchBrokenMaterial(beam)Switches meshes to "damaged" textures and plays sounds.
updateGFX()Re-evaluates materials (like light glows) based on values in electrics.values.

Usage Example

material.forceReset()
material.init()

Mapmgr Module Reference

Module defined in `lua/vehicle/mapmgr.lua`. This module interfaces the vehicle with the global navigation graph (NavGraph), handles tracking of nearby vehicles, and provides world analysis tools like

BeamNG Math & Unit Conversions Reference

A centralized reference for common unit conversions and math constants used in BeamNG vehicle Lua.

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Internal InteractionsKey ConceptsPublic APIUsage Example