Why not?
Credits:
MJFanatic: Arena Model, Track Model, Track Paint
Klayton: Various track and arena textures
Danny Mackey: SMRA LED Texture and Car Models
MTM2: Car Textures
Mason Watts: Scoreboard Texture
This is my personal truck, please ask before signing up in it.
This is a truck.
Body and Tires: Andrew Sheets (Modified by me)
Chassis: Kozak
Paint: Devin Doss
Engine and Driver: Wambo
Most of the props: Johan Seminario
Other Parts: Various SM Creators
This is a track.
Race course in the screenshots.
Credits:
Aaron Lurie
Klayton Haylog
MTM2
MaxDMan
Danny Mackey
Obstacle Ideas: Mason Runkel and Devin Doss
Enjoy.
Fixed this track, Aaron gave me perms to re-upload. gg
I've had this track sitting for a while and never finished it. The opportunity arose and I had to finish it. The track isn't perfect, but it's pretty decent.
Credit:
maxdman
Klayton
Edy
Various other track creators that I've forgotten, comment below if I did.
Enjoy!
THIS TRACK IS 0.37 AND 0.4 COMPATIBLE
This is a pretty solid track from a while ago, just got to releasing it now.
Thanks to Zach Nicholas for converting this track to 0.4 for all to use.
Some credits:
Monster Truck Throwdown
Klayton
Maxdman
Me
Other people that I forgot
The track has some shading errors and doesn't look the greatest, but thanks to some people, it is very much race-able with a realistic and fair race course.
Freestyle is fun to.
Enjoy.
This track is for SMRA use, but can also be used for other recreational possibilities.
People who contributed to this track:
Me, Danny, Klayton, Chadwick, Mason, Hotshoe, Edy, and many others
This track will work in both 0.37 and 0.4.5.
Alright.
So I took up the extreme challenge of recreating World Finals 16.
A few things to note so that we don't fill up the reviews with complaints.
Yes, I know that the track isn't 100% accurate. I made some mistakes, but it's correct for the most part.
Yes, I know that racing has a bunch of shading errors. I've spent over 4 hours between yesterday and today redoing the racing track and there are still errors.
But hey, the track functions and we can finally have a new World Finals to play on that isn't World Finals 13.
Copy paste is fun.
Anyway, since this track is alpha splatted, same rules apply for an fps version as they did for Arlington.
So, if you experience low FPS on this track, go into the WF16Racing.material and WF16Freestyle.material file, search for WF16Racing.png and WF16Freestyle.png and in that section of the material file:
{
receive_shadows on
technique
{
// base pass
pass
{
lighting off
texture_unit
{
// we use the metal plates texture as the base, other textures are blended over it
texture 2014MinnyDirt.png
scale 0.03 0.09
}
}
// leaks pass
pass
{
lighting off
// blend with former pass
scene_blend alpha_blend
// only overwrite fragments with the same depth
depth_func equal
// alpha map for the leaks
texture_unit
{
texture Arlington2015Floor.png
// use alpha from this texture
alpha_op_ex source1 src_texture src_texture
// and colour from last pass
colour_op_ex source2 src_texture src_texture
}
// detail texture
texture_unit
{
texture leak.png
// the scale is set to 1:1 because we don't want this texture to be tiled
scale 1 1
// alpha blend colour with colour from last pass
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
// lighting pass
pass
{
ambient 1 1 1
diffuse 1.05 1.05 1.05
depth_func equal
scene_blend zero src_colour
}
}
}
Raise only the red bolded numbers but be sure to always keep the ratio the same (A 6 number gap between the numbers)
This will work for anywhere in the material file that you see WF16Racing.png or WF16Freestyle.png.
Because there are so many parts to this track, I'm going to name off some people who contributed any part to the track.
Klayton Haylog
Tharindu Don
Danny Mackey
Aaron Lurie
Devin Doss
Julio Vellon Jr
Mason Watts
Google
and many other track makers on this site.
Sorry if I forgot anyone. Let me know if I forgot you and I'll add you in the reviews.
Well, there you go. World Finals 16 is the first released World Finals in almost 3 years.
So enjoy it!
This is one of my best tracks so far. I used Alpha Splatting on this track to make it cooler, and I think it came out pretty good.
Because this is alpha splatting, I can't just resize a texture and make a material file. So, if you experience low FPS on this track, go into the Arlington2015.material and Arlington2015FS.material file, search for CBSdirt.png and in that section of the material file:
{
receive_shadows on
technique
{
// base pass
pass
{
lighting off
texture_unit
{
// we use the metal plates texture as the base, other textures are blended over it
texture CBSdirt.png
scale 0.07 0.13
}
}
// leaks pass
pass
{
lighting off
// blend with former pass
scene_blend alpha_blend
// only overwrite fragments with the same depth
depth_func equal
// alpha map for the leaks
texture_unit
{
texture Arlington2015Floor.png
// use alpha from this texture
alpha_op_ex source1 src_texture src_texture
// and colour from last pass
colour_op_ex source2 src_texture src_texture
}
// detail texture
texture_unit
{
texture leak.png
// the scale is set to 1:1 because we don't want this texture to be tiled
scale 1 1
// alpha blend colour with colour from last pass
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
// lighting pass
pass
{
ambient 1 1 1
diffuse 1.05 1.05 1.05
depth_func equal
scene_blend zero src_colour
}
}
}
Raise only the red bolded numbers but be sure to always keep the ratio the same (A 6 number gap between the numbers)
This will work for anywhere in the material file that you see CBSdirt.png or CBSdirt2.png.
Credits:
Klayton Haylog: Alpha Splatting idea, Dirt texture, Car models and textures, Stadium textures, Stadium model, Other various textures
Danny Mackey: LED Ribbon Board Texture and Help on Alpha Splatting
Johan Seminario: Edited the Monster Jam logos on the tarp
Me: Track model and paint
Sorry if I forgot anyone.
Enjoy!
The track for the SMRA Finals, that's about it.
Credits:
Stadium: Google Warehouse
Track Model and Paint: Me
Car Models: Danny Mackey and Klayton Haylog
Car Textures: MTM2
Stadium Textures: Google, Klayton, Danny and Various other Track Makers
Sorry if I forgot anyone
Enjoy!
Another 2015 track being used in SSRS
Credits:
Stadium Model: Andrew Field (Possibly Edited by Tharindu)
Track Model and Paint: Me
Car Models, Car Textures and Various Other Textures: Klayton Haylog
LED Banner: Danny Mackey
Inflatables: John Dough (Textured by Me)
Other Textures: Various Track Makers
Here is this years Miami Monster Jam Track to be used in the upcoming SSRS Event.
Credits:
Klayton Haylog: Stadium Model, Car Models and Textures, Dirt Texture, Other Various Textures and Models
Danny Mackey: Monster Jam LED Texture
Me: Track Model and Paint
Other Various Track Makers and Google: Various Textures
Sorry if I forgot anyone.
Enjoy!
This is the track for this weeks SMRA East Tour event.
It is a modified St Louis Style where you start behind the valley/table top, take the turn, go down the straight, turn and finish over the car stacks.
Credits:
Me: Stadium Model, Track Model, Track Paint, Edited Wall Banners
Danny Mackey: Car Models, Animated LED Texture
Klayton Halog: Various Textures on the track and stadium
MTM2: Car Textures
Various Track Makers and Google: Other Various Textures
Sorry if I forgot anyone.
Enjoy!
Here is the track for this weeks SMRA event.
Credits:
Me: Arena Model, Track Model, Track Paint
Klayton: Various track and arena textures
Danny Mackey: SMRA LED Texture and Car Models
MTM2: Car Textures
Mason Watts: Scoreboard Texture
Here is the track for the West Tour for SMRA this weekend. It is a jersey style track with the starting hills in the middle of the turning doubles.
Sorry about all the car models floating outside.
Credits:
Track Model and Paint: Me
Car models: Danny Mackey
Car Textures: MTM2
Textures: Klayton, Google, and other various track makers
Stadium Model: ARF
Sorry if I forgot anyone.
Enjoy!
I am re-uploading this truck due to the major changes it underwent in mesh updating, physics updating and truck file updating.
As you can see by the picture at the bottom, you can select variations of the truck (Regular, Bodyless, Travel Tires and Bodyless Travel Tires) by a drop down menu when selecting the overall truck, 2015 Monster Energy Pro 4, ingame. I take no credit for this awesome feature, I just took the idea from Danny Mackey and whatever sources he used to find that.
This is my personal truck, so you can't use this for use in leagues, funruns or other events. In the rare chance that I let you drive it, you could try messaging me on AIM.
Credits:
Paint: Devin Doss
Body: Codemasters
Tires, Axles, Knuckles: Klayton Haylog
Sway Bars, Tie Rods, 4 Links, Drive Shafts, Rims, Shocks and other various parts; Johan Seminario
Go Pro and Engine: Wambo and Matt
Various incab props: Daniel Donnelly, Johan Seminario, RKM and Crazy
Driver: Wambo and whoever he got it from
Chassis and header; Kozak
Other Various Parts: V4 Pack Contributors
Truck File drop down menu thing: Danny Mackey
Placing everything together and a few props: Me
Enjoy the truck!
Here it is, Foxboro 2014 from the Path of Destruction Tour. Please note that there is a shading error on top of the dirt hill, I couldn't figure out how to fix it, but it doesn't really matter. Jersey style racing with the inflatables and a fun freestyle course.
Credits:
Google Warehouse: Stadium
Klayton: Textures, Cars, Car Textures, Advertisements, Container texture
Danny: Vans (Textures from MTM2)
John Dough: Inflatables
Me: Track model, Paint and inflatables textures.
Gabe: Scoreboard texture
High quality and FPS versions
Enjoy!
Our first stop for the Monsters of ROR Fairgrounds Season
The racing course is simple, start at the base of the ramp, chicago style around the jersey barriers and dirt roller, first person to cross the last car on their finishing car stack after 3 hits wins.
Credits:
track model, stands, wall, jersey barrier- Me
Skybox Texture- Rockcrwlr
Cars- Mark Colineri
other textures- Sim-monsters and google
If I missed anyone, sorry!
Enjoy!
Alright, here is the MROR track for this Saturday, complete with skybox, water and rough sand (PC )
Racing is straight line starting from the base of the first table top, and finishing over the car stack. Enjoy the entire floor for freestyle and get bumpy in your run with some rough sand!
Credits:
Skybox texture, vehicles and vehicle textures- Klayton
Stands- Coconutmen
Track model- Me
Floor texture- Me
any other texture- sim-monsters and google
Enjoy this nice, exciting beach!
A very slippery track that should make for some great action in this weeks Monsters of ROR!
Credits:
Skybox texture- Rockcrwlr
Cars- Mark Colineri
Ocala speedway model- Coconutmen
Obstacles- Me
Others- Google and Sim-monsters
I hope you guys enjoy the track!
Bakersfield from Monster X Tour
textures: google and sim-monsters
all obstacles and stadium: me
Updated from the last version: traction and sticky ramps
please download this even if you have the old one. this is updated
Here is the Track for MROR Today. Fun, straight line drag raceway with a table top and car stack.
Credits:
Klayton: Skybox Texture, dirt texture, crowd texture
Danny: cars
sim-monsters: various textures
I hope you enjoy the track!
This is the Stafford 2012 Monster jam show
credit:
cars: me
car textures: Sim-monsters (blender textures on skp car)
track model: me
other textures: Sim-monsters
Enjoy
Thank you all for 200 upvotes!
Track includes a small wooden ramp for roll overs and side surfing, also has 3 jumps with a landing ramp, plus
THE LOOP!
credit:
most textures: me and sketchup
sim-monsters for the rest
thanks again everyone
Part of the Monster Truck Racing Super Series, this track includes not only Chicago style racing, but also strait line drag racing. 2 car stacks, a wheelie bump and a van stack makes this a pretty simple fairground event.
Credit:
cars and car textures: Rockcrwlr
other textures: sim-monsters and google
obstacle textures: rockcrwlr (dirt) me (ramp texture)
here is a video for reference on how the different types of racing here work: