MTM2 Track Editor instructions By Jon Nesbit If you own the full retail version of Monster Truck Madness 2, but haven't downloaded the track editor yet, get it here. I think it was pretty lame of Terminal Reality to not include any kind of documentation with their track editor, but cheers to them anyways for a great editor that isn't too hard to figure out. Here's roughly how to set the editor up and use it: First, unzip the contents of tracked2.zip into your MTM2 directory. Next, run tracked2.exe. A menu will appear. Choose File Manager. Hit the 'D' key (I believe) to "setup the track editor." It'll tell you that 300MB of space is required to unpack the POD files. Before you gasp, this is only for FAT16 partitions. If you have MTM2 on a FAT32 partition, the extra files will take up only 80MB. If you do happen to have FAT16 partitions, then you may want to consider unpacking only 1 or 2 of the most useful track PODs; this option is #2 on the menu. After the POD files have been unpacked, hit the 'B' key to "clone" a track. This is necessary because the only way to make your own track is to edit an existing one. It'll ask you for the 8-letter DOS name that you want for you track files. The name you designate here for your new track will be how you identify it later on. Next, it'll ask you for a 32-letter name. This will be the name that will appear in MTM2 (such as "Sidewinder Canyon" or "Voodoo Island".) Now, you're finally ready to edit your track. Hit ESC and select Level Editor. It'll run through all of the textures now then ask you for the name of your new track (the 8-letter DOS name, not the full 32-letter name.) Most of your time will be spent in the Altitude Editor and Texture Editor. In the altitude editor, the most important keys are: Arrow keys - Move between nodes and boxes Tab - Switch between node and ground box mode [ - Decrease the altitude at the selected point ] - Increase the altitude at the selected point -/+ - Decrease/Increase zoom E - Enter camera repositioning mode; Arrows/+-F6 - Expand brush size by 1 in both X and Z directions F7 - Expand brush size by 1 in the X direction F8 - Expand brush size by 1 in the Z direction S - Smooth out region by a specified region In the Texture Editor, the most important keys are: Arrow keys - Move between boxes T - Displays textures in sheet format; PgUp/PgDown Space - Apply current texture to terrain face [ - Cycle backward through the textures one by one ] - Cycle forward through the textures one by one -/+ - Decrease/Increase zoom E - Enter camera repositioning mode; Arrows/+-F6 - Expand brush size by 1 in both X and Z directions F7 - Expand brush size by 1 in the X direction F8 - Expand brush size by 1 in the Z direction In the Block Editor ("Place Blocks" and "Move/Modify/Remove Blocks"), the most important keys are: B - Change block type End - Rotate block left PgDown - Rotate block right X - Delete block When you want to test out what you've created so far, run Test Drive from Tracked2's initial menu. You'll be limited to the game's software renderer and no sound, but it's a very convenient feature. Once you've finished your track, go to the Level Editor menu and hit the 'C' key to Create a POD file from your track. Once it completes, exit Tracked2. If all went well, you should see the POD file for your track in your root MTM2 directory. Run Podman.exe. Click on your track in the "Available POD Files" window, then on OK. All this little program does is add the name of your user-created tracks to POD.INI and increment the counter on the first line. Just to double-check, you may want to open POD.INI and make sure your track is listed. Unless I've forgotten any steps, that's all you need to get set up, creating a track, and making it usable with MTM2. Also, the keys that I've listed probably aren't *all* of the keys, but the ones which I've found out so far. I hope that helps a lot of you out who are stuck on how to use the editor. Again, shame on Terminal Reality for no documentation :), but cheers to them for a great (and FREE) editor! Back to KC's MTM Place.