Rigs Of Rods Mods Downloads



  1. Rigs Of Rods Mods Download Freeware EDITRUCK Rigs Of Rods v.1.0 A advanced vehicle editor for Rigs Of Rods that will help advanced RoR Moders as well as newbies in editing RoR Vehicle Mods.
  2. A advanced vehicle editor for Rigs Of Rods that will help advanced RoR Moders as well as newbies in editing RoR Vehicle Mods. Downloads: 0 This Week Last Update: 2015-11-19 See Project 21.
  3. Welcome to the Rigs of Rods Repository! Here you can find vehicles, terrains, tools and more to enhance your Rigs of Rods experience. For help installing mods, see the General FAQ. More content may be found on the Repository and Forum archives. Something missing? You can request a mod.

Rigs of Rods is an open source vehicle simulator licensed under the GNU General Public License version 3. Rigs of Rods for Linux Download. Installing mods.

Downloads
CategoryDescriptionFiles
Trucks & Heavy Equipment
Trucks, Buses, Cranes, Dirt Movers, Etc.83
Cars & Light Vehicles
Sedans to race cars.75
Trailers & Loads
If you can pull it, lift it or push it.53
Air & Sea
In the sky and in the sea.27
Trains
Anything on rails.9
Terrains & Static Objects
The land.164
Addon Parts & Skins
Modifications and parts for everything.8
Miscellaneous
Mods that don't fit into any other category (input maps, GUI mods, tools, etc)12

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They have been downloaded 416,431 times.

What are addons?¶

In the Repository and Archives, you will find a category for addon parts. These are ready-to-install modifications for existing vehicles.

Some are designed for specific vehicles (e.g. bumpers/exhausts) while others can fit on any vehicle (e.g. wheels/tires). This page serves as a general guide on the basics of installing various types of parts.

The only requirement is a plain text editor, such as Notepad. (Notepad++ is preferred)

As always, read thoroughly and do not skip any steps. Most questions we get are simply caused by people not reading.

ReadMe files¶

Inside most addon zips, you'll find a ReadMe text file. These contain info you need to know in order to install the part correctly, such as managedmaterials lines.

However, not all ReadMe files are the same. Some will provide a detailed step-by-step tutorial, while others may just give the bare minimum managedmaterials lines, or may not include a ReadMe at all.

Vehicle body parts¶

Most parts on the Repository are designed to fit specific vehicles. This includes but not limited to bumpers, exhausts, extra lights, etc.

In this example we will be installing the Heavy Bumper for the Chevy K3500.

Setting up¶

To begin, download & extract the part zip (in our case, CHeavyBumper.zip) into a new folder. The folder should contain the mesh, dds textures, PDN paintkit, and a readme text file:

Next, browse to DocumentsMy GamesRigs of Rodsmods and open ChevyK3500.zip:

Find the .truck file you want to edit. For this example I'll be editing the Standard cab Single rear wheels (lift) version (1990K3500_STD_LIFT.truck)

Once you've figured out which truck you want the bumper on, drag the .truck file from the zip and into the folder containing the part you downloaded earlier:

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The truck file¶

You will need to open two files, the truck file (1990K3500_STD_LIFT.truck) and the readme file (ReadMe.txt). The readme file contains the lines you need to copy into the truck file.

Managedmaterials¶

Before we begin, some notes:

  • Some parts may include a .material file inside the zip. If this is the case then you don't need to specify anything in managedmaterials, just move the .material file into the vehicle's zip along with the other files.

  • If you are unable to find the material name (ReadMe doesn't specify it), download OgreMeshy and open the .mesh file. You should see a similar line in red:

Can't assign material 'ICD_AEZ_Forged' to SubEntity of 'MeshEntity' because this Material does not exist in group 'InternalMeshGroup'. Have you forgotten to define it in a .material script?

In the above example, ICD_AEZ_Forged would be the material name you set in managedmaterials.

With that said, in the truck file, scroll down until you find the managedmaterials section. It will look like this:

For this bumper, you have the choice between clean or rusted, as shown in the readme:

We will choose the clean version. Paste the line at the bottom of the managedmaterials section. Example:

For more info on managedmaterials, see: Managedmaterials

Flexbodies/props¶

Before we begin, a few notes:

  • If the placement line does not have a forset line, this means it is placed under the props section. Just search props instead.

  • If the readme doesn't contain a placement line, it usually means the part uses the same placement as the vehicle's other parts. In this case you would just copy one of the other placements and change the mesh name to the part. The readme will most likely specify this.

  • Some parts (such as truck beds) may require you to edit the vehicle model (e.g. Bed is part of cab model) in order to install the part. To do this, see: Blender mesh editing

With that out of the way, search (CTRL+F) for flexbodies. You will see this:

Since the vehicle obviously already has a bumper, you will have to remove or comment (;) the original bumper line. For example:

Now copy the placement line from the readme and paste it below the original bumper line, like so:

For more info on props and flexbodies, see: Props

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You can now save & close the truck file.

Packaging¶

All that's left to do is to move the truck file, textures, and mesh back into the vehicle zip.

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If the part includes multiple textures, you can only copy the files required by the managedmaterials section, in this case HeavyBumper.dds and HeavyBumper_s.dds.

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In-game¶

Now it's time to test your newly installed part in-game. If you followed this tutorial exactly, you should now have a custom bumper on your K3500!

Wheels and tires¶

Keeping with the K3500, in this example we will be installing the 5 Spoke Wheel.

Setting up¶

To begin, download & extract the part zip (in our case, 5SpokeRim.zip) into a new folder. The folder should contain the mesh, dds textures, PDN paintkit, and a readme text file:

Next, browse to DocumentsMy GamesRigs of Rodsmods and open ChevyK3500.zip:

Find the .truck file you want to edit. For this example I'll be editing the Standard cab Single rear wheels (lift) version (1990K3500_STD_LIFT.truck)

Once you've figured out which truck you want the wheels on, drag the .truck file from the zip and into the folder containing the part you downloaded earlier:

The truck file¶

You will need to open two files, the truck file (1990K3500_STD_LIFT.truck) and the readme file (ReadMe.txt). The readme file contains the lines you need to copy into the truck file.

Managedmaterials¶

Before we begin, some notes:

  • Some parts may include a .material file inside the zip. If this is the case then you don't need to specify anything in managedmaterials, just move the .material file into the vehicle's zip along with the other files.

  • If you are unable to find the material name (ReadMe doesn't specify it), download OgreMeshy and open the .mesh file. You should see a similar line in red:

Can't assign material 'ICD_AEZ_Forged' to SubEntity of 'MeshEntity' because this Material does not exist in group 'InternalMeshGroup'. Have you forgotten to define it in a .material script?

In the above example, ICD_AEZ_Forged would be the material name you set in managedmaterials.

With that said, in the truck file, scroll down until you find the managedmaterials section. It will look like this:

The readme for this wheel contains the following managedmaterials lines:

Paste the lines at the bottom of the managedmaterials section. Example:

For more info on managedmaterials, see: Managedmaterials

Meshwheels¶

Before we continue, a few notes:

  • Some wheels may include a tire with the wheel mesh, in this case you'll have to set the tire material to tracks/trans. The examples below already have it set.

  • Some wheels may have the tire as a separate mesh, in this case see: Flexbody wheels

  • If the wheel is inside out ingame, swap the l and r values before the mesh name. The second example below had to be swapped.

With that said, scroll down until you find the meshwheels section. You will see the following:

Replace ToyoOC_Wheel.mesh with your wheel mesh, in this case 5SpokeRim.mesh:

For more info on meshwheels, see: Meshwheels

You can now save & close the truck file.

Packaging¶

All that's left to do is to move the truck file, textures, and mesh back into the vehicle zip.

If the part includes multiple textures, you can only copy the files required by the managedmaterials section.

In-game¶

Now it's time to test your newly installed wheel in-game. If you followed this tutorial exactly, you should now have new wheels on your K3500!

Troubleshooting¶

Part doesn't appear ingame¶

If the part doesn't appear ingame, make sure you saved and copied the correct files into the zip and did all .truck file edits correctly.

Some parts may require you to adjust the prop/flexbody placement. Press E twice to make sure it's not under the map.

White/pink textures¶

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If the part appears as white or pink ingame, you set the wrong managedmaterials lines or didn't copy the .material file.

If you need help finding the material name, see the second note in Managedmaterials

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Conclusion¶

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You should now know the basics of installing addon parts in Rigs of Rods. I hope this answers most questions people have. Please contact the staff if you'd like any more examples added.

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Last update: June 14, 2020