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The highest friction groundmodel we have is the 'prepped asphalt' which is the one used in the West Coast drag strip (sticky asphalt)
What you want to do is having a material in your terrain, that is using that groundmodel, so that you can paint part of your terrain with that material (F11 World Editor > F3 Terrain Painter)
This varies depending on how you set up your level files, but you can have a look at official levels to see how they work there.
For example go to the game's directory > content > levels > GridMap > art > terrain > materials.cs (open with notepad)
You will see that every 'TerrainMaterial' has an 'internalName' value. That what define the groundmodel.
What you need to do is going to your own level folder, find the materials.cs file that contains your TerrainMaterial(s) and either add a new one, or edit an existing one, and change the internalName to "asphalt_prepped" (sticky asphalt).
Then if you paint your terrain with that material, that part you painted will be using that groundmodel.
EDIT: to clarify a bit more, if editing terrain friction values is impossible, what if i were to make a cube, then stretch that cube out as far as i can be bothered in both horizontal axis, how would i increase the friction of that cube's surface
https://wiki.beamng.com/Groundmodel_on_static_objects
Then you can simply use custom groundmodels and apply to the mesh you want.
The custom groundmodel is defined in a json file. That must be placed inside your map's folder, under a folder named 'groundmodels'
http://media.beamng.com/9Nkn7m1HEHj2x916/Capture.PNG
Sample json: