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.