Uploaded July 2026 | Updated September 2026, 1 week ago
beamng.com/game
Took me a few days to make this video. Its not a spoken Tutorial or Time Lapsed because you would miss the important steps. If any questions let me know. This is using the Animated Sequence texture animation.
Particles are expensive when they take up too much of your screen at once. This way is much more friendly to your GPU. For those who have big particle demands but no 5090.
Anyone interested in the specs of this way.
16382 wide by 512 tall is max resolution. That gives you 32 frames or 512 x 512 animation.
8192 x 512 would give 16 frames
16384 x 256 would give you 64 frames.
anything less than 256 is getting smaller and not as pretty.
The tricky think is the timing. If its off 0.001 then you get drift.
.03125 is for 16384 x 512
.0625 is for 8192 x 512
drawbacks- It takes time. And the quality can degrade as you play. Think its some auto performance trigger that happens when memory is taxed. The quality is pixels larger than usual. Only a game reset (not level) will fix.
Great for animated people, tv screens of props, particle substitution, blinking eyes (my dummy) and more.
beamng.com/game
Took me a few days to make this video. Its not a spoken Tutorial or Time Lapsed because you would miss the important steps. If any questions let me know. This is using the Animated Sequence texture animation.
Particles are expensive when they take up too much of your screen at once. This way is much more friendly to your GPU. For those who have big particle demands but no 5090.
Anyone interested in the specs of this way.
16382 wide by 512 tall is max resolution. That gives you 32 frames or 512 x 512 animation.
8192 x 512 would give 16 frames
16384 x 256 would give you 64 frames.
anything less than 256 is getting smaller and not as pretty.
The tricky think is the timing. If its off 0.001 then you get drift.
.03125 is for 16384 x 512
.0625 is for 8192 x 512
drawbacks- It takes time. And the quality can degrade as you play. Think its some auto performance trigger that happens when memory is taxed. The quality is pixels larger than usual. Only a game reset (not level) will fix.
Great for animated people, tv screens of props, particle substitution, blinking eyes (my dummy) and more.




![Melt - Crash video in the works
https://beamng.com/game/
Ground Model Melt...
},
MELT:{
staticFrictionCoefficient : 1111.1,
slidingFrictionCoefficient : 111.1,
hydrodynamicFriction : 1.1,
stribeckVelocity : 0.1,
strength : 1.0,
roughnessCoefficient : 0.1,
fluidDensity : 1000,
flowConsistencyIndex : 1,
flowBehaviorIndex : 0.1,
dragAnisotropy : 0.1,
shearStrength : 3111111.0,
defaultDepth : 31.1,
collisiontype : MELT,
skidMarks : true
aliases : [FIRELARGE, MELT]
}, Melt - Crash video in the works](https://i.ytimg.com/vi/RSGam1A2EqA/mqdefault.jpg)





