There's no displacement map or normal map for Ultimate Ride, so I winded up generating a polygonal terrain with additional displacement deformation using procedural texture in order to create the lunar model.
Here's my current model, I am going to split the model in many 10k models in order to put it into the game. I lost my older model, but it will look like crap in comparison with the newer lunar model.
Basic info about the lunar environment
Polycount-161115, yes the game does support models over 100k tris
Texture-8192^2, yes the game does support that as well. I haven't done the texture because it will need to be mapped with several layers.
Also, I am going to work on supports because the game is severely lacking and I'm not fond of nolimits support either. Oh well, you got what you got. I decided to go for the longer route and create 3d models of supports with custom ground stuff separated. I will show pics later. The planned details on the support is 3d beveled/chamfered edges done using retopologization technique or remodeling using snap-to-polygon technique. I will show pics later.
I also plan to create custom coaster using 200-2000 tris model for the crossbar.
On a side note, my last environment for Ultimate Ride is the cadrestial desert environment. Pic is here
On a side note, I need to design new coaster docks because the ones in the default Ultimate Ride looks horrible.