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 Post subject: A personal MTM 1 truck project
PostPosted: Tue Dec 16, 2025 7:48 pm 
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Posts: 622
Only I would ever be interested in this sort of upgrade, but I'm trying to make MTM1 trucks look more correct without losing that "made in Deluxe Paint" aesthetic that they have. The Grave Digger graphics I took from the old Monster Wars toy that has a 3 color representation of the graveyard scene that somehow looks perfect with this.

I haven't podded these up yet to see how they look in game, and don't know if I'll release them proper, but over Christmas I'll see how I like them. The only other trucks I have a dying need to correct are really a small edit to Monster Patrol, fixing Snake Bite's KC lights, and maybe Boogey Van and Samson. If I like how it goes then perhaps I look at adding Equalizer, Predator, etc...

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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Wed Dec 17, 2025 5:07 pm 
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Location: Victoria, Australia.
Love em!

I just wish MTM1 would work probably on my PC, it's not quite like MTM2 on newer PCs albeit to some degree.


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Sun Dec 21, 2025 3:46 pm 
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Tried to make it look as much like TRI made it as I could...now I have an idea of what I'm doing for the other 5 or 6 trucks I'd like to do.
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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Mon Dec 22, 2025 2:55 pm 
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Joined: Fri Oct 10, 2003 6:19 pm
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Location: Valparaíso, Chile.
new paintjobs look great. please do Power Wheels. Also, the LUND racerback looks amazing on these.


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Sun Dec 28, 2025 6:20 pm 
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A truck that really should have been in the game. A bunch to tweak on this but I'm happy with how it's coming out. I feel like I'm sticking the landing on the art style for the most part, at least it won't look so out of place in game.

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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Tue Dec 30, 2025 6:52 am 
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Location: Victoria, Australia.
I'm curious Cale, do you use PCem to play MTM1? If so, I'm intrigued to know your configuration settings for the virtual machine. Maybe even a personal download package with PCem and MTM1 would be nice too.


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Tue Dec 30, 2025 7:09 pm 
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Honestly, I just play it on regular Windows 11 with dgVoodoo. It's actually less pretty with the hardware acceleration but it runs at full 1440x1080.


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Wed Dec 31, 2025 3:45 am 
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Location: Victoria, Australia.
I see.

I run MTM1 on Windows 11 with the 640 X 480 resolution enabled through compatibility mode, no hardware acceleration. It works decently well, but the AI is absolute rubbish, particularly on the Drag tracks, either they are slow to stage, not stage at all, or even worse on the J tracks, they can't complete a sharp turn and go out of bounds, or exceed the time limit.

Mind you, it has led to new Army Armstrong voice line discoveries, especially my favourite... "I heard of stopping to smell old roses, but this is ridiculous!".


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Mon Jan 05, 2026 8:03 am 
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Been playing around with this custom truck made by the NKA crew included in one of the track pack PODs, it's pretty high in detail compared to the stock TRI trucks, and immediatley I'm thinking to myself... "Hmm... What would this look like with the HD truck bodies and tires?" Might be an interesting experiment, albeit with the game's limitations of no 4 link suspension and driveshaft parts.

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I know you've done something like that before, but without the HD tires.


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Sun Jan 11, 2026 3:04 pm 
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Some tweaks left, but a truck that should have been in both games from the outset


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Sun Jan 11, 2026 8:07 pm 
mtm2 rocks!
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Joined: Mon Nov 28, 2005 11:34 pm
Posts: 609
Location: Brockton, Massachusetts
these are awesome!

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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Mon Jan 12, 2026 5:14 am 
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Location: Victoria, Australia.
My mouth drools with anticipation whenever Cale is putting out new content for the MTM games, when hardly anybody else does nowadays.


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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Sat Mar 28, 2026 5:16 pm 
mtm2 rocks!
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Joined: Mon Nov 28, 2005 11:34 pm
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Location: Brockton, Massachusetts
SparkTB11 wrote:
My mouth drools with anticipation whenever Cale is putting out new content for the MTM games, when hardly anybody else does nowadays.


amen!

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 Post subject: Re: A personal MTM 1 truck project
PostPosted: Sat Mar 28, 2026 6:52 pm 
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I'll start with this, I've made more progress since this point but you can see where I'm heading. I can use the Nitemare sound files from MTM2 even though this is a completely different Nitemare truck.

Image

With this one I may call it a day on the truck side of things and move on to collating everything into a single new pod, which is a bit of a tedious task. The goal was never to do something as complete as the MTM2 HD trucks, it was more to correct some things that bugged me about the stock trucks and add in a few trucks I thought were missing. Realistically, MTM covered all of the most relevant trucks of 1996 and only the few omissions I added here were who I felt were necessary. Taurus would be the only truck I'd add from this point, but there's no good way of getting a clean Army sound clip so I'll probably just pass on it.

I've started thinking about MTM1's upcoming 30th Anniversary in August, and it's made me think about what an "Ultimate" edition of MTM1 could be, since adding these trucks is a step in that direction. In no particular order:
    - Additional drag races. I think it would be reasonably trivial to retexture the existing stadiums to make an additional 3 or 4 (and similarly clone the Indy Fairgrounds for the rest of the Penda schedule), and move obstacles around to make new experiences without really messing with the drag setups.
    - In the same vein, replacing the crush cars in the drags with top crush models. Again, should be fairly trivial. Started working a bit on that already.
    - More of a stretch goal, but I'd love to convert all the stock track textures to use the 2-pixel overlap so they look better in 3DFX mode. If I could batch process them somehow it would be time consuming and tedious but doable. That also depends, though, on if I decide that dgVoodoo is still the best way to play the game.
    - And a super stretch goal, but allowing high texture quality with hardware acceleration would be huge for the look of the game. That, and figuring out how to better tie the AI with the framerate. I'm not a coder by any stretch so this one is out of my hands. I really should figure out how to get the game running full screen with addons in a PCem or some such - it may be a better experience overall.

We'll see how much of this actually gets done. At least the trucks could be a nice little anniversary present to the game. I'd love to see it get the respect it deserves.


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