Hello. This is the last version for Verniocity, is, the last. No more updates for this, since it has everything now.
The interesting part of this map is that is an urban map, but not a flat map.. Anyway it have a long highway around the map, an offroad course, houses, fire department, so everything that an urban map need.
It have grass, trees, alpha splatting that give a nice look the the map..
Use direct X
Credits
RedEye Objects
yodel714 Objects
Therock1990 Objects+Exporting
Mirfi Trees
pedropp22 Some time ago he give me a help with the texture map, I think it's a nice thing to credit him
scania970 Heightmap, some objects, objects placing and other things
CG Textures Textures
Please watch this short video (Is updated) just 2 minutes
This is another version I made for Verniocity. It is compatible with the other one (the original one )
Anyway this version have the city with flood roads. A lot of objects are destroyed and there are trees, bus stops on the road and many other things!
This is another version I made for Verniocity. It is compatible with the other one (the original one )
Anyway this version have the city with flood roads. A lot of objects are destroyed and there are trees, bus stops on the road and many other things!
Credits:
-Houses by Yodel714 and TheRock1990;
-Other buildings by Redeye, PORTALized and TheRock1990;
-Trees by Mirfi + one little modification by me (I take them from one of the Pedropp's maps);
-Heightmap, Texture Map and some object, object placing by me;
-The fallen log is by LJFHutch;
-Some of the new textures for this mod by CG Textures.
NOW WITH ALPHA SPLATTING
REMEMBER: YOU NEED TO DELETE CACHE FOR MAKE THIS WORKING CORRECTLY!!!
IMPORTANT: For a better perfomance of the map you should activate the particles sistem, waves and good water settings. This map is full of trees and the water make the map FPS killer, so it's not recommended for potato/toasters computer. Sorry.
Hello! This is my last released map. It's very simple, and I made it in two days. I called it Sea Roads because it have two long highway between two islands! Anyway it doesn't have anything complex, just roads and some buildings.
It have a load spawner, two truck spawner and boat spawner. Also my first (released) map with tree sistem!
Credits:
-Map, objects, objects placing, some textures by me;
-Trees by Calamity.
Info:
-Set your vegetation to 100% or you will not see trees.
Hello, this is a simple mod of Sea Roads, a winter edition
What it have:
-Fully working Groundmodel;
-Grass and Trees (Choose the density between 25/50 and 100%);
-Nice snow textures;
-Nice caelum settings.
Credits:
-Trees by calamity;
-Help on exporting by TheRock1990;
-Map, Objects, textures, and all the things that you see by me.
This is the updated version, delete your cache before to use it.
Changelog:
-Fixed grass, now it is not on the road anymore;
-Changed some caelum settings;
-Moving clouds.
I threw this together in about 5 minutes, and it came out surprisingly fun.
I hope you enjoy this map, since its decent for all sorts of off road vehicles.
You may mod and release mods of this terrain.
Story:
You have gotten yourself in quite a predicament; half way through a giant river. Now you must decide to go back or continue on in your current heading.
castlegreen was inspired by the 1998 game Viper racing game developed by MGI.
it was always one of my favorite tracks to drive on among others.
if you find any bugs post them on my castlegreen forum thread here castlegreen-from-viper-racing comments are more than welcome or other ideas for terrains.
im working on a few others and like to know peoples frame rates so i dont over do it.
The one and only Mount Hamont. A deadly road, more then 50 deaths each month, not for unskilled drivers.
Only a few made it to the village Hamont, but the most, crashed. A lot had to return, but for most, the turning back became fatal.
Semi's will never get to the village. But the question is, how does the village get their supplies?
You have to bring them the supplies, your choice what vehicle.
UPDATED!
Added grass. It is the first time I added grass.
The Ford can be found in the Cars and Light vehicles section of the forum.
Credits to:
-Yodel714 for some houses
-me for creating it
-Prt Audiman for helping it to get it in game
-Beta testers Discussions on the thread! Also for more info!Mt-Hamont-climb
This is my latest map, Mt. Aasb. I released it on the forums a while ago but I thought I'd upload it to the repo. It's a really big mountain. You spawn on the top. The challenge is to get to the bottom without dying, rather like Mt. Everest; however I made the mountain a little shorter so you can get complete destruction of your car without having to wait ten minutes. Give feedback please, thanks!
Diamond Brook is a small town map that I made! I have tested it and it works very well with only one bug where the grass messes up a bit (Not where you can't use it)
I worked very hard on this map and I hope you like it!
Things it has:
-Town Square
-Town Houses
-Round/a/bout
-Rich Neighborhood
-Country Roads
-Farm House
It will work with 0.38 and up
If you would like to use a model from this map, PM me!
My best map, made in L3DT. It is some peaks and steep hills, and the occasional cliff. It's fun to off-road, crawl, or ruin a car on. There aren't any roads or buildings, so it's optimized for FPS.
You can discuss it, and another similar map which is not on the repository here:
I have decided to release MitCity officially, since I won't do any more work on it, I find it a bit of a waste to just "cancel" MitCity after how far it's come, so now, go enjoy the Final Release of MitCity.
The Map has countless elements suitable for roleplay, it has a fire station, a hospital, an impound lot, repairshop, car dealer, airport (non working) gas stations, variaty of houses from flats to villas. it even has a test centre for cars, test the suspension there, or do a full spec crashtest. the possibilities are endless!
Authors: Mitchieboy® Drifter[NOR] Craneman Nickster7 JoNnii
Converted to RoR 0.40 by Michael396
MitCity for RoR 0.38 or 0.39 can be found here http://www.rigsofrods.com/repository/view/4904
*Some objects may not be collidable, I know this.*
As I've never done a map before for RoR, hotrod55 helped me get it ingame.
It is a desert type map, with small to large hills and dunes, with ocean surrounding it and a river running through the middle.
Its also fun to try and power up the large hills on the side of the river that you spawn on.
Tools used to create map:
Unity3D 2.6 - Height map
Notepad - Getting into ror
Credits:
Me - Creating the height map in Unity3D and final adjustments to the .terrn file
hotrod55 - Getting the map into ror.
To Modders:
Modding the map is fine with me and hotrod55 as long as you follow these rules:
-Don't do ugly mods
-Released mods should be released on the repo as a mod to this map
11x11 km real DEM data!, >30 km of nice windy roads, nice for roaming around in your favourite truck or car.
It has been made in less than half an hour, so you can expect some little bugs. I just made it for myself [I live in Neamt county], but i thought that RoR needs more road maps and I decided to share it with you.
I have decided to release MitCity officially, since I won't do any more work on it, I find it a bit of a waste to just "cancel" MitCity after how far it's come, so now, go enjoy the Final Release of MitCity! it will work in RoR 0.38, just some of the objects won't be collidable. in 0.39 everything is collidable.
The Map has countless elements suitable for roleplay, it has a fire station, a hospital, an impound lot, repairshop, car dealer, airport (non working) gas stations, variaty of houses from flats to villas. it even has a test centre for cars, test the suspension there, or do a full spec crashtest. the possibilities are endless!
Authors: Mitchieboy® Drifter[NOR] Craneman Nickster7 JoNnii
the build thread, which includes earlier releases can be found here: MitCity-(Urban-Map)-*no-more-updates*
Features:
- 3 different courses which are timed via an Angelscript file
- Decently smooth roads ( built using RoR Toolkit )
- Custom terrain made by me in L3DT
The gravity is about a third of Earth's, so you'll have to use special Mars vehicles that you'll find there http://www.rigsofrods.com/repository/view/4881 . You really must download that vehicle file because the map will have problem loading if Ror cannot find the trucks.
There is no vegetation on the planet (yet) but set your configuration to 100% vegetation as fields of boulders and rocks use this feature.
Please use Caelum and anisotropic filtering.
The map is very large. There may be some issues due to its size and the way a lot of objects are displayed. No other feature of the configurator than those aforementioned really has to be set on (lights, particles, shadow, etc), so don't push the system, try to find the lowest settings instead if you have problems. For instance you may have to have Ror play on one core instead of two, if you have problems with a shaking camera. Beta-testers reported an impossibility to load the map, a group missing. Try again, it will most likely work the second time. Other issues were reported, so check the Miniredmars WIP thread for information.MINIREDMARS
A lower grade map is available. I can't say it's really a FPS version, at least the slower computer can actually load that map (cross your fingers). http://www.rigsofrods.com/repository/view/4880
A lot of details about its making is in the thread, so don't hesitate, there is a lot to read. But if you want a more concise matter, check the travellers book. It gives all the key features of the map, what to do and how, etc. MINIREDMARS
Thanks a lot to Lifter, Tdev, Jov, Neorej16, DeGa, Miura, JohnV, LJFHutch, Aivar, Brickman, Simpeligent for their help, and anyone supported my work during these 16 months.
This update shouldn't show that annoying red cross
PLEASE : disable dual-core hyperthreading - use simple core
I'm currently working on a smaller Mars map : Argyre, which you'll find in the WIP section. MINIREDMARS-ARGYRE
This is a low grade Miniredmars map, not quite a FPS version, but easier to handle by slow computers. There s no groundmodel on it so the default groundmodel will apply. Due to low gravity, this default groundmodel might be irrelevant (vehicles gliding too long), so please check this MINIREDMARS to change the default groundmodel.