I made this track.
These people helped:
@maxdman - Various textures and models
@Chris B - Pirate ship model and textures
@RockCrwlr - Original stadium props and textures
@DannyMackey - Grip settings, file organizing, and car models (Testmobile)
@AaronLurie - Stadium model, track model and textures
As well as these individuals for testing and moral support:
@Jack Merkle
@Double.D ッ
Also, thank you to the various people who sent me updated Monster Jam graphics.
Thank you and enjoy!
You need to be running the latest version of ROR for this track to work
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!
This is definitely a track. Surely one of them.
I spent too long on this.
This track is only guaranteed to work on Rigs of Rods 0.4.8
These are the people that have their content on this track:
Aaron Lurie
Danny Mackey
Klayton Halog
MaxDMan
Other people who provided various goods and services:
Jon Zimmer
Blair Lockhart
Devin Doss
Jack Merkle
Andrew Sheets
4x4Convoy
Julio Vellon Jr
Joshua "m1cks" Micks
Mason Runkel
A few things to note:
Shadows
This track has working shadows on the meshes, which you can take advantage of by enabling "PSSM" in your settings in version 0.4.8.
Races
There are working timed races on the racing version that work in ROR 0.4.8.
If you cross the start line before the race, simply reset your truck to cancel the current race.
Yeah, that should be everything.
I appreciate everyone that has helped get this project to the level that it's at.
Have fun!
Could be better. Could be worse.
This does not and will never work in 0.37. Just stop using it already.
This track was made possible by:
Klayton
Danny
Maxdman
Tharindu
Aaron (Me 😀)
Many various Sim-Monsters content creators.
Let me know if something doesn't work. I expect that a lot of it just doesn't work like usual.
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
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!
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
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
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.
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 is the finale track for the SMRA season. This track takes place at Mile High Stadium in Denver, Colorado. The track is based on a 2 day layout with freestyle being majorly different from the racing track which happens to be a St. Louis style starting behind the base of the massive table top.
Some people who helped with this track:
Kayton: Banners, Cars and textures, Tarp, Container texture (edited by me), Dirt, skyline
Dan Agosh: SMRA logo, freestyle obstacle suggestions
Danny Mackey: Paint and obstacle ideas
Me; track modeling, paint, texturing the stadium
Google Warehouse: Stadium model
Very fun track and it should lead to a fun show!
If I forgot anyone, just let me know!
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 is the track for Saturday's MROR event.
That's all
Credits:
Klayton- Stadium and its textures, cars and their textures, other various textures
Me- Track model and textures
Various track makers- other textures for the track
Sorry if I forgot anyone.
There is a high quality and FPS version of the track in the links
Enjoy!
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:
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!
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.
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!
Here it is! My first replica truck ever released! This truck is fully hand painted except for the ford logo on the front end. Because this is my first paint, it won't be perfect, but I tried.
Credits:
Johan: Knuckles, Made and Positioned shocks, cloned driveshaft, made multiple props.
Klayton: V4.5 F150 body and Goodyear tires
Daniel Donnelly, Chris Hamilton and V4 Staff: Truck Props
Devin Doss and Chadwick Deerfoot: Made sure everything worked
If I forgot anyone, I apologize.
Thank you to everyone who helped make this truck look as good as it does!
Enjoy!
Well, the last Miami download got deleted by someone on the staff, so I am here to reupload it. This was ran for SSRS last week.
I didn't save the credits so I can only name the people I remember.
People who contributed to this or helped are
Klayton
Danny
Johan
Tharindu
Mark
Sorry if I forgot you.
There is a 2048 and 1024 version, 1024 being the FPS one.
Enjoy!
Alright, here is the track we will be using for the Monsters of ROR Fairground season finals. It has an interesting racing course and I hope everyone has fun driving on it.
Credits:
Dirt and Cars- Klayton
Stands- Crazy? (I think)
Concrete and skyline- Klayton
Everything else- Sim-monsters and google
The last arena show for Monsters of ROR takes place at East Ruthersford!
A nice, simple track that features straight line racing.
credit:
arena model- Me
textures- Sim-Monsters
cars and car textures- Mark Colineri
track paint- me
Sorry if I forgot anyone!
Enjoy!
After a great event at Anaheim for Monsters of ROR, we travel to Rosemont for our next event.
Credit:
Dirt: Sim-monsters
Cars and car textures: Mark Colineri
Photos for scoreboard: Google
Metal texture and Crowd: Rockcrwlr
other textures: google and sim-monsters
Enjoy the track and the little animations I included
well, Here is the first stop for the Monster Jam portion of Monsters of ROR. This event will be ran on the 23rd, and you should check the show line-ups to see if you are going to be there!
credits:
cars, car textures, metal texture, crowd texture, and dirt- Rockcrwlr
wall banners- sim-monsters
other textures- google
the rest is made by me. Sorry if I missed anyone
Enjoy!
Something new!
an advanced auto parts display area with a 3 car set for a small car crush, enjoy this advanced auto parts for things like league displays, promos or just fooling around.
credit:
car textures: rockcrwlr
textures: google
EVERY model: me
enjoy your advanced auto parts display and if you use it for a league or video, i would like some credit please
edit: the new one is only different because it has ADVANCE auto parts ingame, my mistake sorry.