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
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
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!
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:
Well, here it is! After long and hard work, Me and Tharindu have produced a great track for this weeks MROR Event!
The racing style is a nice inside-out So-Cal style racing with a start line on top of a steep table top
Also, Please make sure to go through the small tunnel behind the jammer in the back of the stadium.
I have a lot of people to thank for the final product:
Klayton: MJ2013 Animation texture and code, dirt, stairs, support beams, crowd, tarp, Cars and RV with their textures, Ect.
Danny: MTM2 car models with textures by MTM2
Tharindu: Paint and ware marks.
Me: Model and Stadium Model.
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
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!
Fixed this track, Aaron gave me perms to re-upload. gg
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.
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
On September 10, 2010, Sim-Monsters.com was born. Over the past decade, this website has played host to some of the largest events in virtual monster trucks. From the early days of All-Monsters Eve and Fall Madness, to leagues like MROR, SSRS, KOTH, and SMRA, to modern leagues like NAMT, TLG, GZT, and ROR-MTP, this community has been rich with competition and The Monster Blog Truck Fest is no different! For the first time since 2014, The Monster Blog Truck Fest will host one of the largest events in the history of Sim-Monsters.
This event will feature a two day, two stage racing competition that will test the skill of every driver and a freestyle competition that will push the limits of every truck on the track. On Night One of racing, for the first time ever, a Round Robin bracket will used to narrow the field to 24 drivers for Night Two. Night Two will be a showdown of the 24 best from Night One, competing in a single elimination racing bracket and freestyle competition to crown the champions of The Monster Blog Truck Fest.
We would like to thank @TheMonsterBlog for sponsoring this event. Way back in 2014, we hosted the first TMB Truck Fest and The Monster Blog was there to give us a big name to support the event and they are back again to give this event the promotion it deserves. Be sure to check out The Monster Blog on their website (http://themonsterblog.us/) and Facebook page (https://www.facebook.com/themonsterblog).
Sign up and find more info on the event here:
Day 1 Track X:
Day 2 Track X:
There is a full quality version of the track and an FPS version.
PLEASE NOTE, THE FPS VERSION OF THIS TRACK LOOKS INTENTIONALLY TERRIBLE AND LACKS MANY FEATURES OF THE FULL VERSION, BUT THERE SHOULD BE A SIGNIFICANT PERFORMANCE IMPROVEMENT
Thank you to everyone who helped along the way with this track. This would not have been possible without everyone that either made something or helped test the track and make sure it's up to a standard that this event deserves.
Have fun!
Use this for your tracks. I love tracks.
Keep in mind, this is the truck at ride height.
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!
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!
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!