the core basemap is a heightfield that you can port to any cad program and recreate, (i posted it up some time ago) but all the objects on that base are locked up in the TER. If format has not changed since ROR then its just a zipped file with configs and .mesh objects.
(It was originally based on source code from Rigs of Rods open source project, have no doubt if you scratch around in there you will find the way to open the files. )
Yeah, I know the history of the game, I was a big fan of RoR! But our PC was weak to run BeamNG smoothly so I set aside.
.ter file is not a simple .zip file (I tried
Yeah, I saw the height map. I can't imagine how can he made tracks. Using an original world height map? or in 3d modelling softwares, they can save height map..
The last game in which I made height map for a track was the Terep2 (Deformers 2). Texture map, heightmap and physics map (or it was same as the texture) The best simulation physics (softbody) in 1997-1998!!
(Sorry for the off topic
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