Finally, here it is: https://drive.google.com/file/d/1dAkJnlGjywHaMYdec_KvYbhPm0yH9pa5/view?usp=drive_link
A Blender Import and Export plugin based on James Pezold's Monvert bin converter: https://github.com/jpez1432/Monvert
Thanks James for making that open-source! I could not have made this ...
Search found 143 matches
- Mon Jul 27, 2026 7:36 pm
- Forum: Utility Talk
- Topic: New Blender Bin Import / Export Plugin
- Replies: 1
- Views: 261
- Mon Jul 27, 2026 12:05 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
One last post on this topic for now since things seem to be working well. Successfully got this simplified Hummer 3 model into the game with my exporter. The model has ~8200 verts and ~8100 faces. No noticeable lag while running the truck in races.
https://i.ibb.co/KdjY1Nj/Monster-Truck-Madness-2 ...
https://i.ibb.co/KdjY1Nj/Monster-Truck-Madness-2 ...
- Mon Jul 27, 2026 9:59 am
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
Edit 2: Nevermind this whole post. After comparing pods, my bin models name also had to be all caps! :oops: Looks like the exporter is kind of working. :D
Ok, here's a strange one for you, Fila. I now have the pod thing figured out, so the game would load my truck pod, but it would be black in the ...
Ok, here's a strange one for you, Fila. I now have the pod thing figured out, so the game would load my truck pod, but it would be black in the ...
- Sun Jul 26, 2026 8:37 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
Sounds good. Maybe at some point, when you get to a more stable / permanent release, maybe you could put together a debugger similar to what you're using to help modders debug their mods? Funny, but also silly, that it was simply a capitalization issue in the filenames. 
- Sun Jul 26, 2026 8:21 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
https://i.ibb.co/QvmPYPzC/Monster-Truck-Madness-2-7-26-2026-6-19-00-PM.png
Changing the .trk to all uppercase was not enough. The folders in my pod were also lowercase. After changing those, the truck loads! :lol: :(
After uppercasing directories in the pod, the rest was true: cybertrk.TRK game ...
Changing the .trk to all uppercase was not enough. The folders in my pod were also lowercase. After changing those, the truck loads! :lol: :(
After uppercasing directories in the pod, the rest was true: cybertrk.TRK game ...
- Sun Jul 26, 2026 5:37 pm
- Forum: General Discussion
- Topic: Community Patch Wishlist
- Replies: 24
- Views: 21798
Re: Community Patch Wishlist
Not sure how reasonable this one is, but .smf and .tiff support with bump maps for this format, mainly for truck makers. In my experience, smf is just a much simpler model format to work with than bin. There is also already a very nice Blender plugin with smf import / export created by the evo ...
- Sun Jul 26, 2026 5:31 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
Thanks Fila.
Here's a zip containing both the test "track" with the working Cybertruck body model, and the truck using the exact same body model that show up in the track:
https://drive.google.com/file/d/19PVwtqTSkgjJ96w7DvEU9QT3aLsk1HmY/view?usp=drive_link
Truck pod depends on Cale's HD Final ...
Here's a zip containing both the test "track" with the working Cybertruck body model, and the truck using the exact same body model that show up in the track:
https://drive.google.com/file/d/19PVwtqTSkgjJ96w7DvEU9QT3aLsk1HmY/view?usp=drive_link
Truck pod depends on Cale's HD Final ...
- Sun Jul 26, 2026 10:30 am
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
Not that I can tell. Deleting unused verts in BinEdit doesn't lessen the number of verts in the model. Since you asked I also tried merging nearby verts using 2 units distance. This did lessen the number of verts, but didn't help the model load in game.
- Sat Jul 25, 2026 7:49 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
A little more info: I'm experimenting with making a blender import / export plugin based on Jpez's Monvert app, and I've used various versions of my exporter to create my bin models.
I've worked out lots of kinks, and at the moment the importer can correctly import a bin into Blender, with the ...
I've worked out lots of kinks, and at the moment the importer can correctly import a bin into Blender, with the ...
- Sat Jul 25, 2026 7:12 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Re: Silent Crash Using Custom Truck Body
Thanks, Cale. I have just taken an existing .trk file and replaced the model name with my model's name without editing scratch points at all. Do I need to adjust these to fit my model?
Copilot also claims that I need to break my model into "model groups" (so not face or vertex groups) that don't ...
Copilot also claims that I need to break my model into "model groups" (so not face or vertex groups) that don't ...
- Sat Jul 25, 2026 2:35 pm
- Forum: Truck Making
- Topic: Silent Crash Using Custom Truck Body
- Replies: 15
- Views: 6006
Silent Crash Using Custom Truck Body
I'm messing around with getting a custom body (silly cybertruck) into the game just for fun. I've gotten the body down to 551 verts and 991 faces (see the BinEdit screenshot with no windows or nunderbody). More complicated bodies load fine as props in tracks (see other screenshot from in-game), but ...
- Wed Jul 22, 2026 6:44 pm
- Forum: Truck Making
- Topic: Note for Truck Makers and Beta 0.46 (and onwards)
- Replies: 19
- Views: 34841
Re: Note for Truck Makers and Beta 0.46 (and onwards)
I would have to see a side-by-side comparison to really say. I imagine the texture highlights only help things though.
- Wed Jul 22, 2026 10:48 am
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
Shockwave, Audio is fine on SteamOS for me. Have you messed with the sound settings at all in game?
Fila, people have tried out 0.49 online now. They report no more flying but some jittering, and another person says invisible contact was being made from several truck-lengths away, e.g. he got spun ...
Fila, people have tried out 0.49 online now. They report no more flying but some jittering, and another person says invisible contact was being made from several truck-lengths away, e.g. he got spun ...
- Wed Jul 22, 2026 9:49 am
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
All renderers (dx9/11, vulkan) work well on steamos for me on the 5600xt machine. Dx11 performs the best now.
On steam OS, Vulkan forces vsync even after turning it off in the steam performance menu and both toggles in the game. However, game menus work just fine with Vulkan on steamos.
Final ...
On steam OS, Vulkan forces vsync even after turning it off in the steam performance menu and both toggles in the game. However, game menus work just fine with Vulkan on steamos.
Final ...
- Wed Jul 22, 2026 8:28 am
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
My xbox controller works with no setup on SteamOS. Just enable Steam Input, and you should be able to set up your controller as a joystick. Left / right for turning, forward / backward on the same axis for acceleration. Then the triggers should just work. Edit: One quirk is that the first race after ...
- Tue Jul 21, 2026 10:30 pm
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
I didn't get to check steam OS yet with the new updates, but I can do that tomorrow and let you know If dx11 is broken on my end too.
- Tue Jul 21, 2026 11:48 am
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
Actually after playing around with it some more I think it’s related to how the game is rendering the shocks and axlebars. Things look fine in the menu but then you load a track and the colors aren’t right anymore.
This might be the color palette of that particular track affecting colors in the ...
- Sun Jul 19, 2026 11:13 pm
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
No vsync, yes triple buffer.
Last sentence was that I'll be away from the gaming PCs for the next few days. So I won't get a chance to test properly until I come back.
Last sentence was that I'll be away from the gaming PCs for the next few days. So I won't get a chance to test properly until I come back.
- Sun Jul 19, 2026 10:30 pm
- Forum: General Discussion
- Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
- Replies: 50
- Views: 29046
Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
--- Oops, I deleted your post :/ - Fila
- Fri Jul 17, 2026 7:51 am
- Forum: General Discussion
- Topic: Re: MTM2 Beta Patch 0.48 - and we have Dx11
- Replies: 129
- Views: 130733
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
A tree shadow toggle would be great! Excited to see what's coming!
On the VRAM issue, sweet! In my testing on SteamOS, I didn't run into the issue. Oh, and I think toggling off "auto scale resolution" from the steamos display menu got the game running perfectly in gaming mode! Everything runs ...
On the VRAM issue, sweet! In my testing on SteamOS, I didn't run into the issue. Oh, and I think toggling off "auto scale resolution" from the steamos display menu got the game running perfectly in gaming mode! Everything runs ...