GMod x BeamNG - v0.2 (source only, UNTESTED)
Solo. Both games run at the same time. BeamNG runs the real car physics; GMod mirrors the cars.
What you get
- Spawnmenu (Q) -> Entities -> "BeamNG": click a car and it spawns where you aim.
- Press the ö key (or console
beamng_menu): a window lists the cars; double-click or "Spawn in front of me".
- The car is spawned in BeamNG and mirrored in GMod (placeholder block for now, real meshes later).
Setup for testing
- Copy
gmod_addon/ into garrysmod/addons/beamng_bridge/.
- Copy
beamng_mod/ into BeamNG's user mods/unpacked/gmodbridge/.
- Create BeamNG
settings/gmodbridge.json: {"dataDir": "<...>/garrysmod/data/beamng_bridge"}
- Start BeamNG (load a map), then GMod.
Open assumptions to verify (nothing has been run yet)
- BeamNG can write/read an absolute path in GMod's data folder; the modScript autoloads the extension.
core_vehicles.spawnNewVehicle options (pos, rot, autoEnterVehicle) and the model ids in sh_beamng_cars.lua.
- ö = KEY_SEMICOLON in GMod on a German layout (fallback:
bind <key> beamng_menu).
- Axis/yaw mapping BeamNG -> Source is identity + metre scale; may need a flip or offset.
- Spawnmenu KeyValues reach the entity before Initialize.
- File polling may lag/tear; upgrade path is a local socket (needs a Melty-installable GMod binary module).
- Real BeamNG meshes come from the player's own install, never in the upload.