Editing the TRK file (Trucks) By HAC-MAN (
Hacman@start.com.au)
Lots of people find making trucks easy but have they tried editing the TRK file to make their trucks better.I went on Beeks site and downloaded several trucks & found that most of them had the exact same TRK file as on one of the stock trucks.There isn't alot of help on what i'm about to go through.I dont think MTMG has anything on it either.Anyway Here we go.
NOTE: All the sample bits of the TRK File are taken from the Bigfoot TRK File
I will try to keep the descriptions etc in order of the sections
And
First step (open your TRK file up in notepad)
MTM2 truckName
Bigfoot
truckModelBaseName
bigfoot
tireModelBaseName
bfc
axleModelName
axle3.bin
shockTextureName
shock2.raw
barTextureName
axlebar2.raw
axlebarOffset
1.281250,-3.156250,-0.113281
driveshaftPos
0.000000,-2.456250,-0.113281
faxle.rtire.static_bpos.x
4.291666
faxle.ltire.static_bpos.x
-4.291666
raxle.rtire.static_bpos.x
4.291666
raxle.ltire.static_bpos.x
-4.291666
faxle.rtire.static_bpos.y
-3.800000
faxle.ltire.static_bpos.y
-3.800000
raxle.rtire.static_bpos.y
-3.800000
raxle.ltire.static_bpos.y
-3.800000
faxle.rtire.static_bpos.z
6.100000
faxle.ltire.static_bpos.z
6.100000
raxle.rtire.static_bpos.z
-5.500000
raxle.ltire.static_bpos.z
-5.500000
Scrape point 1 body axis x,y,z
-3.671875,0.000000,9.195312
Scrape point 2 body axis x,y,z
3.667969,0.000000,9.195312
Scrape point 3 body axis x,y,z
-3.671875,2.562500,9.195312
Scrape point 4 body axis x,y,z
3.667969,2.562500,9.195312
Scrape point 5 body axis x,y,z
-2.605469,5.230469,1.894531
Scrape point 6 body axis x,y,z
2.605469,5.230469,1.894531
Scrape point 7 body axis x,y,z
-2.144531,5.230469,-0.796875
Scrape point 8 body axis x,y,z
2.097656,5.230469,-0.796875
Scrape point 9 body axis x,y,z
-3.671875,2.816406,-9.199219
Scrape point 10 body axis x,y,z
3.667969,2.816406,-9.199219
Scrape point 11 body axis x,y,z
-3.671875,0.000000,-9.199219
Scrape point 12 body axis x,y,z
3.667969,0.000000,-9.199219
Instrument Cluster
powerbig
Wave File
bfootf.wav
bfootu.wav
bfootd.wav
Number of Lights
11
Light 0 type
0
Light 0 body axis pos x,y,z (ft), bitmap radius (ft)
-2.421875,1.862500,8.695312,1.250000
Light 0 heading (rad), pitch (rad), heading spin speed (rad/sec)
0.000000,-0.174533,0.000000
Light 0 cone: length (ft), base radius (ft), rim radius (ft), texture name
75.000000,0.700000,11.000000,litefuzz.raw
Light 0 source: bitmap name
headlite.raw
Light 0 ms on, ms off (0 if light doesn't blink)
0,0
Light 1 type
0
Light 1 body axis pos x,y,z (ft), bitmap radius (ft)
2.417969,1.862500,8.695312,1.250000
Light 1 heading (rad), pitch (rad), heading spin speed (rad/sec)
0.000000,-0.174533,0.000000
Light 1 cone: length (ft), base radius (ft), rim radius (ft), texture name
75.000000,0.700000,11.000000,litefuzz.raw
Light 1 source: bitmap name
headlite.raw
Light 1 ms on, ms off (0 if light doesn't blink)
0,0
Light 2 type
1
Light 2 body axis pos x,y,z (ft), bitmap radius (ft)
-3.371875,1.600000,-9.299219,1.000000
Light 2 heading (rad), pitch (rad), heading spin speed (rad/sec)
3.403392,0.000000,0.000000
Light 2 cone: length (ft), base radius (ft), rim radius (ft), texture name
0.000000,0.000000,0.000000,redfuzz.raw
Light 2 source: bitmap name
brltford.raw
Light 2 ms on, ms off (0 if light doesn't blink)
0,0
Light 3 type
1
Light 3 body axis pos x,y,z (ft), bitmap radius (ft)
3.367969,1.600000,-9.299219,1.000000
Light 3 heading (rad), pitch (rad), heading spin speed (rad/sec)
2.879793,0.000000,0.000000
Light 3 cone: length (ft), base radius (ft), rim radius (ft), texture name
0.000000,0.000000,0.000000,redfuzz.raw
Light 3 source: bitmap name
brltford.raw
Light 3 ms on, ms off (0 if light doesn't blink)
0,0
Light 4 type
1
Light 4 body axis pos x,y,z (ft), bitmap radius (ft)
0.000000,4.675000,-0.492000,0.800000
Light 4 heading (rad), pitch (rad), heading spin speed (rad/sec)
3.141593,0.349066,0.000000
Light 4 cone: length (ft), base radius (ft), rim radius (ft), texture name
0.000000,0.000000,0.000000,redfuzz.raw
Light 4 source: bitmap name
brlttcab.raw
Light 4 ms on, ms off (0 if light doesn't blink)
0,0
Light 5 type
3
Light 5 body axis pos x,y,z (ft), bitmap radius (ft)
-1.900000,5.000000,-0.500000,0.700000
Light 5 heading (rad), pitch (rad), heading spin speed (rad/sec)
-0.104720,-0.069813,0.000000
Light 5 cone: length (ft), base radius (ft), rim radius (ft), texture name
40.000000,0.400000,3.000000,litefuzz.raw
Light 5 source: bitmap name
headlite.raw
Light 5 ms on, ms off (0 if light doesn't blink)
0,0
Light 6 type
3
Light 6 body axis pos x,y,z (ft), bitmap radius (ft)
-0.700000,5.100000,-0.500000,0.700000
Light 6 heading (rad), pitch (rad), heading spin speed (rad/sec)
-0.052360,-0.052360,0.000000
Light 6 cone: length (ft), base radius (ft), rim radius (ft), texture name
40.000000,0.400000,3.000000,litefuzz.raw
Light 6 source: bitmap name
headlite.raw
Light 6 ms on, ms off (0 if light doesn't blink)
0,0
Light 7 type
3
Light 7 body axis pos x,y,z (ft), bitmap radius (ft)
0.700000,5.100000,-0.500000,0.700000
Light 7 heading (rad), pitch (rad), heading spin speed (rad/sec)
0.052360,-0.052360,0.000000
Light 7 cone: length (ft), base radius (ft), rim radius (ft), texture name
40.000000,0.400000,3.000000,litefuzz.raw
Light 7 source: bitmap name
headlite.raw
Light 7 ms on, ms off (0 if light doesn't blink)
0,0
Light 8 type
3
Light 8 body axis pos x,y,z (ft), bitmap radius (ft)
1.850000,5.000000,-0.500000,0.700000
Light 8 heading (rad), pitch (rad), heading spin speed (rad/sec)
0.104720,-0.069813,0.000000
Light 8 cone: length (ft), base radius (ft), rim radius (ft), texture name
40.000000,0.400000,3.000000,litefuzz.raw
Light 8 source: bitmap name
headlite.raw
Light 8 ms on, ms off (0 if light doesn't blink)
0,0
Light 9 type
5
Light 9 body axis pos x,y,z (ft), bitmap radius (ft)
-3.371875,0.900000,-9.299219,0.600000
Light 9 heading (rad), pitch (rad), heading spin speed (rad/sec)
3.403392,0.000000,0.000000
Light 9 cone: length (ft), base radius (ft), rim radius (ft), texture name
0.000000,0.000000,0.000000,litefuzz.raw
Light 9 source: bitmap name
brltrv.raw
Light 9 ms on, ms off (0 if light doesn't blink)
0,0
Light 10 type
5
Light 10 body axis pos x,y,z (ft), bitmap radius (ft)
3.367969,0.900000,-9.299219,0.600000
Light 10 heading (rad), pitch (rad), heading spin speed (rad/sec)
2.879793,0.000000,0.000000
Light 10 cone: length (ft), base radius (ft), rim radius (ft), texture name
0.000000,0.000000,0.000000,litefuzz.raw
Light 10 source: bitmap name
brltrv.raw
Light 10 ms on, ms off (0 if light doesn't blink)
0,0
--->MTM2 truckName
This is the name of your truck.Can be changed to just about anything.I dont know about special characters like © etc
--->truckModelBaseName
This is for when you want to call apon your truck TRK in TrackED2.Keep it short.Say you trucks name is MYTRUCK in this section just put MYTRK or something easy to remember
--->tireModelBaseName
The base name of the model used for your tires.Here is a list of the stock tires base names if you use stock tyre models which lots of people do.
SIL
RED
YEL
WHT
GRN
BFC
Just type ONE of these in the field and your tyre models will be the ones you specified.I recommend getting LordCaps 3d Mud Tyres they are heaps better than the stock tyres.They are the best tyre model i've come across (I use them all the time).I dont know where LordCaps site is but go to MTM.VIRTUALAVE.NET and search for LordCap & you will find it. MTM.VIRTUALAVE.NET also has lots of other links to MTM1/2 sites.Easily over 200 sites
--->axleModelName
The base name of the model you use for your axle.Usually just leave this there are not very many custom axle models out there from what i know of & you usually never see it anyway so dont bother with this.You can type in Axle.bin & Axle3.bin there may be more i dont know
--->shockTextureName
The texture used for the shock bars.In case you're wondering what it is to put it simply it is near the axle.Same as most of the things above.Type in the texture name and you have a new shock bar texture
--->barTextureName
The axle bar texture.Same sought of thing as the shock bar except in a different position & a little different shape.Type in the texture name and the texture you chose will be your new axle bar texture.
--->axlebarOffset
Where the axle bar is.This is in XYZ co-ordinates.For the beginners
X=moves the axle bar sideways
Y=moves the axle bar up/down
Z=moves the axle bar backwards or forwards
I usually just edit the first no of the decimal (the whole number) & i dont bother with the stuff behind the decimal point as they dont make much of a difference
1.281250,-3.156250,-0.113281
could be
2.281250,-5.156250,0.113281
If you did this the changes would be minimal but they could be what you need.
--->driveshaftPos
Dont know what the first line is but the other lines are to do with the positions of the tyres
faxle.rtire.static_bpos.x ====>Position of the front-right tyre (X)
4.291666
faxle.ltire.static_bpos.x ====>Position of the front-left tyre (X)
-4.291666
raxle.rtire.static_bpos.x ====>Position of the rear-right tyre (X)
4.291666
raxle.ltire.static_bpos.x ====>Position of the rear-left tyre (X)
-4.291666
faxle.rtire.static_bpos.y ====>Position of the Front-right tyre (Y)
-3.800000
faxle.ltire.static_bpos.y ====>Position of the front-left tyre (Y)
-3.800000
raxle.rtire.static_bpos.y ====>Position of the rear-right tyre (Y)
-3.800000
raxle.ltire.static_bpos.y ====>Position of the rear-left tyre (Y)
-3.800000
faxle.rtire.static_bpos.z ====>Position of the front-right tyre (Z)
6.100000
faxle.ltire.static_bpos.z ====>Position of the front-left tyre (Z)
6.100000
raxle.rtire.static_bpos.z ====>Position of the rear-right tyre (Z)
-5.500000
raxle.ltire.static_bpos.z ====>Position of the rear-left tyre (Z)
-5.500000
Here is a basic diagram
______________________
| |
| |
| || A | || B
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| || C | || D
| |
|_____________________|
The | || are the tyres.If you think of the tyres positions like this it is very easy to change the position of the tyres on your truck without too much confusion
(A)XYZ =4.291666,-3.800000,6.100000
(B)XYZ =-4.291666,-3.800000,6.100000
(C)XYZ =4.291666,-3.800000,-5.500000
(D)XYZ =-4.291666,-3.800000,-5.500000
^Have a close look there is a pattern in the numbers.
--->Scrape Point stuff
This truck's height & controls the truck so that it doesn't sink into the ground (I think).I haven't experimented with this but with these co-ordinates you shpould be able change them to go up really high.This means that you can have helicopters that actually fly without any editing to a BIN
Scrape point 1 body axis x,y,z
-3.671875,0.000000,9.195312
Scrape point 2 body axis x,y,z
3.667969,0.000000,9.195312
Scrape point 3 body axis x,y,z
-3.671875,2.562500,9.195312
Scrape point 4 body axis x,y,z
3.667969,2.562500,9.195312
Scrape point 5 body axis x,y,z
-2.605469,5.230469,1.894531
Scrape point 6 body axis x,y,z
2.605469,5.230469,1.894531
Scrape point 7 body axis x,y,z
-2.144531,5.230469,-0.796875
Scrape point 8 body axis x,y,z
2.097656,5.230469,-0.796875
Scrape point 9 body axis x,y,z
-3.671875,2.816406,-9.199219
Scrape point 10 body axis x,y,z
3.667969,2.816406,-9.199219
Scrape point 11 body axis x,y,z
-3.671875,0.000000,-9.199219
Scrape point 12 body axis x,y,z
3.667969,0.000000,-9.199219
Same as before XYZ co-ordinates that you can move around
A reminder (Most BIN modellers would know this)
X=moves sideways
Y=moves up/down
Z=moves backwards or forwards
|Y /Z
| /
|/
<--------|-------->X
/ |
/ |
/ |
--->Instrument Cluster
I only came across this recently.I am pretty sure that this is the name of the cockpit.This means you can have a seperate cockpit for your truck (file size would increase though).This could be very handy for my Pod Racer For MTM2 remake.Now i can have a seperate cockpit for all of the Pod Racers
MTM2 one is = powerbig
MTM1 is = ??????
I dont know if the MTM1 works in MTM2 but if it does this could also come in handy
--->Wave File
The commentating for what army armstrong says as you.Be creative dont leave it the way it is.Dub some of army's commentary.I've done this heaps.It can be done in sound recorder.
eg
"Do all roads lead to the top,yehhhheee we'll soon find out"
I've cut this down to "yehhhheee".Look in the sound.pod file there heaps of commentating that army never actually says in the game some very funny ones in there too.
--->Number of Lights
The number of lights you have on your truck.
NOTE: number must be the amount of lights in the below section or truck will not work
1/Light 0 type
0
2/Light 0 body axis pos x,y,z (ft), bitmap radius (ft)
-2.421875,1.862500,8.695312,1.250000
3/Light 0 heading (rad), pitch (rad), heading spin speed (rad/sec)
0.000000,-0.174533,0.000000
4/Light 0 cone: length (ft), base radius (ft), rim radius (ft), texture name
75.000000,0.700000,11.000000,litefuzz.raw
5/Light 0 source: bitmap name
headlite.raw
6/Light 0 ms on, ms off (0 if light doesn't blink)
0,0
1/The type of light (Dont know what happens when you use 1 instead of 0)but it is used on some lights
2/Position of light
XYZ stuff (More details above)
(Why doesn't somebody make a program which plots the XYZ co-ordinates for you.Would be a very nifty program.When i learn more about programming i will make a program that does this)
3/heading/pitch & spin speed
Not sure but i think that this determines certain special effects for the light.the heading spin speed sounds interesting but isn't used in any of the MTM trucks.If it does what i think it does you could have some very good looking lights oon your trucks
4/Cone size etc
this is all about the cone size of the light and how far it goes & brightness.This is where you can really add some good looking lights onto your truck.The filename on the end is the colour of the cone.I've experimented before & it is possible to get red headlights or any other colour you want.Fluro green looks really good
5/Light source
Colour of the light.You can chnage this to any colour you want just repaint the RAW file right.Try fluro green it is heaps better than white or yellow
6/Something about the light blinking
This is something else that seems unused in MTM2 trucks & i dont have a clue what it could be.All i know is that it has something to do with the ligt blinking
Thats it.
Hope this helps you in your truck making.Please add anything i left out or dont know about here.Cause i know i didn't mention everything.Other sections are just a little vague cause i dont know much abiut them either.Hey i did right this whole thing in an hour or something so theres bound to be info to add.
Go to
http://www.angelfire.com/ns/slmtm2world for more info on editing lights.You can also email me for more info on lights.I didn't have time to write down everything
I'll be back.
------------------
---> HAC-MAN
---> Keep On Hackin'
--->
Hacman@start.com.au