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Mounts BeamNG

BeamNG.drive

Mounts from your own install, reading straight out of its content archives, with your mods on top. Nothing converts or shows on screen yet.

Ticket
#019
Checked on
Steam
Last checked
November 1, 2026
Mount
beamng-drive/pc/0.40.4.0.296339

Mounting

4 of 4 done
  • Done

    Finds your copy

    Picks up the install on its own, from Steam or wherever it lives.

  • Done

    Reads every file

    Every file but one encrypted sound archive, which is listed and left shut.

  • Done

    Matches players' copies

    Your copy is fingerprinted from its own files, so a server can check everyone's match without sending any game content.

  • Done

    Brings its mods

    Zipped and unpacked mods from your mods folder. Checked on test installs, since the checked copy had none.

Converting

0 of 4 done
  • To do

    Models

    Its models turn into Evil Engine models.

  • To do

    Textures and materials

    Its textures and materials turn into Evil Engine's own.

  • To do

    Maps

    Its levels turn into Evil Engine maps.

  • To do

    Sounds

    Engine, gearbox, turbo and surface sounds sit in the encrypted archive, so those won't come across.

In game

0 of 3 done
  • To do

    Shows on screen

    Converted content actually draws in Evil Engine.

  • To do

    In the spawn menu

    Its props and models land in your spawn menu, no Plugin needed.

  • To do

    Maps you can visit

    Pick one of its maps from the menu and fly around inside it.

Where it stands

Evil Engine finds BeamNG.drive on its own and reads it the way the game does: all 173 of its content archives are laid over the install, so a vehicle, a level or a shared texture reads from wherever it’s packed. It also follows the game’s own ways of finding files, like textures named as PNG that ship as DDS, and small redirect files that stand in for another file.

Your copy is fingerprinted in parts: each of the 125 vehicles, the props, each of the 21 levels, and the scripts, gameplay, interface, settings and sounds. Files inside archives are checked against the archives’ own checksums, so checking a 6 GB level only means reading its archive’s index, and every file matched. Opening the mount takes about a quarter of a second, and each vehicle or level works out its files the first time something asks for them.

Known issues

  • The game’s engine, gearbox, turbo and surface sounds are in an encrypted archive. Evil Engine names it and leaves it shut.
  • Every mod in your mods folder mounts as on. Mods you’ve turned off in the game’s own mod manager aren’t read as off yet.
  • How the game picks a file when there’s more than one candidate has been worked out from its files, not checked against the game loading them.

Next up

  • Checking how files are found against what the game itself loads.
  • Mods, once a few are installed: what they carry, and which wins when two change the same file.
  • Converting its meshes, vehicle parts, materials, terrain and levels.