This thread is the home for all my various traffic pack projects, as well as my traffic tool, which I've been working on for the past few years now. These are groups of dedicated traffic vehicles with every last possible drop of optimisation and performance squeezed out of them to allow for significantly more of them to run on the average PC compared to the standard vehicles. There's quite a few different elements here so I'll split this thread up into a few sections for each dedicated part. PLEASE READ THE WHOLE THREAD BEFORE COMPLAINING! Lots of important instructions and info here and it is long for a reason Maps in order of appearance: https://www.beamng.com/threads/the-mediterranean-special-stages-rally.96096/ Italy (stock game) https://www.beamng.com/resources/polish-roads.5846/ Maps in order of appearance: Lake Akina: https://www.beamng.com/threads/initial-d-the-arcade-map-ports-thread.102268/ C1 Shuto v2: https://www.beamng.com/threads/tokyos-shuto-expressway-metropolitan-expressway.61259/ Myogi Line: https://www.beamng.com/threads/initial-d-the-arcade-map-ports-thread.102268/ ADDC: https://www.beamng.com/threads/kamurocho-tokyo-addc-yakuza-judgment.83067/ Traffic Tool This is the core part of the mod and most important bit of all, as it allows for spawning dedicated groups of vehicles I have put together for all the traffic vehicle packs. There are also many options to allow more control over spawning than you'd be able to have normally, such as fine control over license plates and many other details. The tool is by default opened by the left square bracket ( [ ) key on your keyboard - if this doesn't work then check your keybinds. This default may not work on non english keyboard layouts - please check the assignment for Toggle Agent Traffic Tool under General Debug in the controls menu to check and reassign the button. From here you will have access to all of the mod's functions: For a full list of functionality included in the tool: -Pooled vehicle functionality. --Pooled vehicles are extra vehicles on top of the main amount loaded into memory but don't appear driving all the time. These are periodically switched with driving vehicles while the traffic is running to allow for a wider variety of vehicles than simply the active amount of cars. The active vehicle count will never exceed the amount of normal, non pooled cars selected and the pooled number is the amount of extra, not active vehicles available to be swapped in. -Parked vehicle functionality, with on the fly parts switching to avoid needing duplicate configs for everything -Choosing specific groups to spawn, based on region/country - as the mod gets more fleshed out with vehicles I will be able to add more specific groups in the future, with only basic ones currently -Choosing a specific license plate design for traffic vehicles -Choosing custom license plate models for traffic vehicles - several modded plate shapes supported currently: --Italian small front plates by @gsbr_697 --British rear yellow plates by @JorgePinto --Mercosur/Mercosul plates by @RealVector --Cypriot front white/rear yellow plates by @RealVector --Japanese vehicle type/class correct plates by myself No content from these mods is actually included in this mod beyond the vehicle end plate parts and you will be given a download prompt for the repo if you try to select an option without it's required mod installed. -Randomised front plate usage is an option intended for american traffic that randomises cars having front plates, for states where they're not required and such. -Quick start will make vehicles spawn already active and moving incase you are too lazy to press the start button -Custom spawning code to randomise which vehicles appear, to be able to have rarer vehicles and less duplicates If there's any more of this thing that people would like to see added let me know here and if it sounds good I can get it done for a future update. A couple of the useful official traffic tool AI control options are now present here as I forgot to add them originally for example, thanks to the people who suggested that. Vehicle Packs For the sake of my sanity this mod is split into a number of different "packs" of vehicles. While they're split by region the nature of how global some car models are means that most of these are all in the main zip file, with only the standalone parts being released as separate expansions (such as the Yakuza pack). This is also why the EU pack for example contains some Japanese market rebadges not used in the actual EU groups. Please stop complaining about this you shouldn't even be looking at them in the vehicle selector it's the groups that matter i'm not duplicating an entire car to a different "pack" so i can change 10kb of badge textures on one config because you think its wrong otherwise Currently included is the EU pack, featuring 43 cars and the JP pack, featuring 14 much more refined and better vehicles. More packs are in progress and planned and will be released whenever they're ready across the coming months and years in this thread so stay tuned, more info about upcoming content is below this section. Yes, you can spawn them yourself if you really want. They're buried at the very bottom of the vehicle selector with the official simplified traffic and no they don't drive well (and are set up for the AI instead). Enough for you want to manually set up a carpark screenshot though, anything beyond that is not recommended. It's also not a cool brag if you like driving them please stop doing that. European Traffic Group This is the main focus of this initial release, containing 43 cars most commonly found across Europe. The initial focus has mostly been things popular in Italy, as that's the country we have officially ingame, but there's a pretty decent spread overall. During the creation of this pack I've shifted from using preexisting models to modelling my own stuff from scratch so there's a bit of a divide in the content unfortunately, with most of the older content consisting mostly of late 2000s early 2010s hatchbacks from the FM4 roster. All new content (internally the EU2 lot) is being modelled from scratch by me or my friends so there will be an increasing variety in the future now I'm no longer restrained to existing sources. All of these cars have the full set of features in the mod, including the new fading glowmap system, support for all plate options in the tool and latest standards of polish (quality, not the people, though there's some of that in here too). For a full list of current content and its credits: Fiat Seicento scanned by @Car_Killer, modelled by @Ezo Kia Picanto scanned and modelled by @Ezo Nissan Qashqai +2, Lancia/Chrysler Ypsilon, Toyota Corolla Touring, Fiat Panda, Mk1 Talbot Express/Fiat Ducato campervan modelled from scratch by myself (@AgentMooshroom5) Saab 9-3 from FM4 with extra parts modelled by @Spiicy Alfa Romeo 147, Fiat 500, Peugeot 307 CC, VW Golf 4, Toyota Yaris and R56 Mini Cooper from GT6 Mini Countryman from TC2 Mk7 Ford Transit and F21 BMW 1-Series from FH1 Peugeot 107, Peugeot 308, Mercedes A-Class, Vauxhall/Opel Agila, Chevrolet Aveo, Toyota Aygo, Citroen C1, Renault Clio III, Citroen DS3, Ford Fiesta, Smart Fortwo, VW Fox, Seat Ibiza, XE20 Lexus IS250, Ford Ka, Nissan Leaf, Seat Leon, Mazda 2, K13 Nissan Micra, R53 Mini Cooper, Alfa Romeo MiTo, VW Polo, Peugeot RCZ, Chevrolet Spark, and Renault Twingo II from FM4 All models have also been reworked and improved by myself to an extent to make sure they are suitable and prepped for the mod where needed, as well as various trim level changes, alternate parts and wheels etc. Download available near the bottom of this post. Japanese Traffic Group This is the latest addition, and the best most well rounded pack of the mod so far. All of these have been modelled from scratch by me or my friends specifically for this mod, and everything has been chosen purely on what I believe would fit the traffic best (based on endless google street viewing at least). As a result, everything here is more towards the quality standard I would like the mod to be and there's also a much greater variety of vehicles included. These are (not listing rebadges, which are also available in the mod where applicable): Daihatsu Hijet Truck S500, Hino Dutro SH11, Honda Freed GB3, Honda StepWGN RP, Nissan AD Van NV150, Nissan Caravan NV350, Suzuki Alto HA36, Suzuki Alto Lapin HE33, Suzuki Every Van DA64, Suzuki Jimny JB64, Toyota Crown S220, Toyota JPN Taxi all modelled from scratch by myself (@AgentMooshroom5) Daihatsu Move Canbus modelled by @Ezo Daihatsu Move Latte modelled by @Spiicy For all intents and purposes, this has also replaced the old Yakuza pack as "the" Japanese traffic in this mod as it is better in every way except the novelty of yakuza car on yakuza map and therefore that has now been deprecated and won't be further updated. Spoiler: Deprecated content Yakuza Traffic Pack This was previously on one of the Yakuza map port threads but I've moved it to here now as it fits in much better, especially as this is where the tool to use them properly lives. They have all been reworked since the original release, with improved jbeams (that still need some improving but shh), various fixes and the new shiny fading light stuff implemented. All cars from Yakuza Like A Dragon by Ryu Ga Gotoku Studio, extracted using the Yakuza GMD Tools by theturboturnip. Specific list is unchanged from the previous versions and none of them have specific names anyway so I'll save you the bore there. Download near the bottom of the post Showcase Videos Important notes The [ key may not work for various reasons (different keyboard layouts, conflicting mods, messed up settings). Please check the keybind in the controls menu (Toggle Agent Traffic Tool under General Debug) if this is the case The mod will not function in older versions of the game. Please buy the game legitimately pirates/sincerest apologies Humble Bundle users. There are various scenarios the mod may not work properly in the latest versions of the game: -If it is the same error every time then it is most likely a conflicting mod. Police/lightbar mods seem like the biggest candidates for overwriting electrics lua which will break things, and BeamMP and the DFA pack are usual candidates for breaking everything in general. Try with all trace of these removed and it should be good. The angelo234 Advanced Driver Assistance Systems may also cause errors as of game version 0.35. -If it is different errors every time or nonsensical lua errors, and your pc/laptop has a 12th to 14th gen Intel CPU then I have to break the unfortunate news to you that your system is probably rotting from the inside out because Intel are cheap. Your next course of action will need to be a good bit of research on the whole situation and subsequent search for any warranties and proof of purchase for your system/the CPU to make sure you can get things replaced without major losses yourself, as well as finding info about the BIOS updates to stop it getting worse. There doesn't seem to be a single resource I can point you towards unfortunately, for starters though this thread seems like a good rundown of the basics (apologies for reddit): https://old.reddit.com/r/intel/comments/1egthzw/megathread_for_intel_core_13th_14th_gen_cpu/ It's not just you but unfortunately the CPU intensive nature of BeamNG, especially with traffic means it tends to unveil this issue earlier than most things in the form of complete jargon lua errors where the CPU just straight fails at a task and things break. Technical Details Everything in the mod has had rigorous levels of optimisations done to ensure the best possible performance on weak PCs, to the extent that this project also ended up being the tech demo that led to the official simplified vehicles being made, meaning performance is at least on par or better than they are. If you're unsure about system performance then you can probably run about as many of these as you can those. Optimisations include basic traffic jbeams stemming from the official ones, purely data value generic materials wherever possible with only badge textures and paint colour palettes using actual textures apart from small exceptions, utilising proper texture cooker PBR formats in the instances they are used for optimal GPU performance and smart glowmaps utilising vertex colours to avoid baked textures and UV maps. However, this does not mean that visual standards have slipped and I have put lots of time into making sure that I can balance them looking good too with the best possible performance, with proper PBR materials, the new fancy fading glowmap system and just enough polygons to make things look alright still (ignore the fact the showroom lights break the badge material here) For Modders Spoiler: Adding your own vehicle groups setup information If you would like to make your own traffic packs that work through my tool, there are a number of considerations you need to make as well as things you'll need to know. Vehicle groups must be made manually by editing the file, and the ingame vehicle groups editor will not work with them. In order to add features here I have had to add extra parts to the files that the stock tool cannot be aware of and just creates errors. One of the most important things to get right is the naming of jbeams, notably license plates. To allow for the switching lua to function, vehicles must use the same standarised naming as I have on my traffic vehicles for things to work. This is very specific and difficult to explain, but the basic format is that each licenseplate part has it's plate type/shape immediately after the F or R to indicate front or rear, and this includes US plates which is not the case for standard vehicles. For basic functionality, each vehicle's plates should at least have a vehiclename_licenceplate_F_US and vehiclename_licenceplate_F_EU, and then the specifics about parts (such as spec specific plates) come after this. Of course replace F with R for rear plates, though you should presumably know that already. For the full functionality with the other plate types, I would recommend copy pasting and using as a base one of the existing vehiclename_licenseplates_extra jbeams that every EU pack car has as these all also have specific names for how they need to be, and contain the full currently supported "extra" lot beyond the standard EU and US. For supporting the correct vehicle type/class Japanese plates, every vehicle in a group tagged as agent_region_jp (see below) that would need a different plate should also have an extra field in the config info.json called "japanType". The supported types are: "kei" "commercial" "keicommercial" "olympic" "olympiccommercial" "temporary" "standard" (not including the field at all also defaults to this so it is not required for standard plate vehicles, for simplicity just don't add this if the car should use a white japanese plate) Along with the standard fields, each config entry in a vehicle group file also supports the "population" and "populationParked" fields, which allow you to reassign the vehicle's popularity values inside a specific group if you would like it to be different to the standard value of that config (for example, a couple european cars are used in the JP groups but with very low population values set here so they are much rarer than in the EU groups) The "tags" list at the bottom of the group files are not the same as those in the standard vehicle groups, and are used to tell the tool information about the group. These do not follow standard json formatting (because that prevents the game reading the file), and instead just have each region inside the same quotation marks separated by commas. Every group should have a generic region tag, which tells the tool what to default to for things like plates. The currently supported region tags are: "agent_region_eu" (Europe) "agent_region_us" (USA) "agent_region_jp" (Japan) "agent_region_br", "agent_region_sa" (South America/Brazil) More of these will be added in the future as the tool gets more fleshed out and if there's any demand or requests in this regard There is also the "agent_platenaming_basic" tag, which when used on a group falls back to attempting to use standard license plate namings instead of the proper ones used in the mod. This mode will not always work correctly but that is sadly the nature of how the "official" vehicle naming for plates goes. Only recommended if your group uses stock traffic vehicles, or you ignored everything about correctly named plates above. Also as a requirement to make your mod compatible with the tool all your vehicles must be properly made and clean and low poly and optimised for vram in every department or it won't work and you should feel bad for slapping shitty hum3d meshes on it etc etc etc Upcoming Content Now that the first version of the Japanese pack has been released, the current plans are to continue adding miscellaneous content to both the EU and JP groups. I also want to start work on testing some of the more experimental ideas, below. I've considered lots of new areas to branch out into with this mod too, including simplified trailers and more specialised work vehicles (buses, coaches, street cleaners, gimmicky stuff like those land trains if the AI is even capable of controlling those). I'd also like to add some more fine controls to the tool, with the big one being able to pick a year range of vehicles so that the pack can support dynamic older arrays of vehicles. Slightly more frequent progress is posted in this mod's thread in the official BeamNG discord server but I'll keep this thread updated too since that place is understandably not for everyone. There's also some other stuff in the works or planned too: Spoiler: US Pack This is the original incarnation of the mod that you may have seen about in the past. Unfortunately, the quality is not remotely up to par with the modern bits of the mod and as this has the most cars of the lot it's going to take an extreme amount of work to get it to anything close to releasable. Not currently being worked on and will be easily 6+ months before a release here. No guarantees this one will ever happen at this rate, might salvage a few ideas from it though in the future. Spoiler: Ezo's Traffic Pack This is a mod currently being worked on by @Ezo that serves as an expansion to this mod, and consists of a a bunch of the random things he's modelled over the years put into the game as optimised traffic vehicles. The vehicle selection doesn't reaaally resemble modern day traffic but these are intended to be more fun things to have around as rarer vehicles, and are also more tuned towards being drivable, having realistic performance specs where possible. Heavy WIP at the moment with no estimation of release, everything shown is subject to heavy change Spoiler: Future Pack Ideas There are also a few extra packs I'd like to do in the future once the current set are more fleshed out. These include: -Chod traffic of 70s/80s/90s British/European vehicles, mostly just because I want an excuse to start modelling (more) talbots and stuff tbh -Brazilian and Australian/New Zealand traffic packs are also something I've considered for the future, some interesting things over there but still decent overlap with what I already have. No guarantees I'll ever get round to this though. Common Questions This mod should be installed like any other mod and placed inside the mods folder in your userfolder. You should never be extracting or moving files to the game install files. More info can be found here: https://documentation.beamng.com/tutorials/mods/installing-mods/#manual-installation For an explainer of what pooled vehicles mean, scroll up to the pooled entry in the Traffic Tool section of the post, near the top For how to install, see the top of the Important Notes section No, I'm not adding interiors/proper jbeams/full technical specs/finely tuned ffb/all factory configs/drivable versions/this car/that car/the car your mum has/every car ever sold in mexico. Please comprehend what the title says. I will not do it, please do not ask it Credits Full vehicle credits are above, but for everything else: @Car_Killer - Helping me learn lua and contributing some of the fancier stuff to the tool code @Ezo, @Ai'Torror - Jbeam contributions, help and advice @LuisAntonRebollo - BeamNG's graphics dev guy who is either indirectly or directly responsible for all the endless details about how te game works and how to optimise it (mosty via @Car_Killer), the extent of this mod wouldn't be possible without all this knowledge @! nick - Precisely nothing of use this time round I can't think of anything funny 3D modelling and scanning contributions from @Ezo, @Spiicy and @Car_Killer @Agent_Y, @synsol and everyone else who worked on the original official simplified traffic vehicle jbeams Old models from FM4, FH1, GT6 and TC2 Downloads Main Traffic Mod + traffic tool Google Drive - https://drive.google.com/file/d/1ssj9vQzlS-UBPUrdwdsng52tenc019bP/view Mediafire - https://www.mediafire.com/file/urcvmt4u71s9984/agent_traffic_mod.zip/file (last updated 15th June 2025 - Japan pack release) Spoiler: Deprecated content downloads Yakuza Traffic Pack: https://drive.google.com/file/d/1HXqjDTGEnOOAUZHRcRgIWLkbeg4iidLX/view This mod is fully free and these are the only official downloads, anywhere else is stolen and probably either fake or messed about with. Please do not redistribute, reupload or steal any of my own or or my friends content from this mod without explicit permission! If the model wasn't made by me and my friends then more suitable raw versions exist so there's no need to use stuff from here, and if not then they've been painstakingly made from scratch specifically for this project and therefore stealing for some low effort meshslap is just rude. Especially no selling anything stolen from here because that's another level of scummy and you should feel ashamed. This also applies to slapping interior models in and other "updates" people may feel inclined to brag about on discord screenshot channels. If you have any genuine enquiries regarding this please DM me here on the BeamNG forums. Also as an extra note, please no requests. I have spent over 2 years on this and therefore do not need to be told I should add x car, I've either already thought of it and plan to add it or have already thought of it and don't plan to add it. Currently sitting at 1,712 3d car scans and rising and I have many other reference sources so I'm already set for life on ideas on what to make.
Awesome! This makes BeamNG feel more alive and immersive without sacrificing too much performance! And what's even better, is that you can drive all of them with little to no changes in FPS! Great work, mate! Here's my performance report on an AMD Radeon R5 with 8 GB of RAM: Spawning both packs takes quite a few minutes to load, and despite having 30 FPS, it didn't cause a single drop in FPS, even after spawning three of them on Industrial Site with simplified collision physics on, which would bring my framerate to its knees under normal circumstances. That's really cool, ain't it? I hope to see Mexican and Latin American packs, too!
Can't wait to try it. But I'm pretty sure this is a groundbreaking mod to enhance the experience of realism in the game. Thank you for your great work.
--- Post updated --- When 1997 VW Polo Classic 1.8Mi (6k1) stricktly 1996 fabrication 1997 model year in Flash Red in South American, Brazilian Spec?????????????????????
Such a great mod! Just drove around italy with 30 active cars, it was so fun overtaking traffic in small gaps
I didnt find the bind in the settings ): --- Post updated --- how do you find the bind bc i didnt find tyhe bind [