Search found 367 matches
- Mon Oct 26, 2026 5:45 pm
- Forum: General Discussion
- Topic: Community Patch #3
- Replies: 70
- Views: 28800
Re: Community Patch #3
Could be a fun side project for someone. A tree replacer. Replace all the common 2D trees in all tracks with 3D trees. Is that possible if something overwrites the tree models in a later mounted pod?
I did exactly this for all of Malibu's Evo conversions. See: https://forum.mtm2.com/viewtopic ...
- Mon Oct 26, 2026 6:58 am
- Forum: General Discussion
- Topic: Community Patch #3
- Replies: 70
- Views: 28800
Re: Community Patch #3
I see water where water should never be! Nice!
Does that mean waterfalls too for when water is placed from the top of a cliff to the bottom?
Does that mean waterfalls too for when water is placed from the top of a cliff to the bottom?
- Mon Oct 19, 2026 9:26 pm
- Forum: General Discussion
- Topic: Introducing the SS Project
- Replies: 269
- Views: 2785119
- Fri Oct 16, 2026 6:43 am
- Forum: General Discussion
- Topic: OpenMTM2 - An online, open source implementation of MTM2
- Replies: 20
- Views: 2473
Re: OpenMTM2 - An online, open source implementation of MTM2
Controller has worked since day one. Just plug one in and go. Not sure about wheel.
There aren't any controller options for it in the menu. There probably should be a controller tab in the options, at least for bindings.
Kmaster, you should add rumble.
There aren't any controller options for it in the menu. There probably should be a controller tab in the options, at least for bindings.
Kmaster, you should add rumble.
- Mon Oct 12, 2026 9:22 pm
- Forum: General Discussion
- Topic: Introducing the SS Project
- Replies: 269
- Views: 2785119
Re: Introducing the SS Project
That's gonna be fun!
- Mon Oct 12, 2026 9:17 pm
- Forum: General Discussion
- Topic: OpenMTM2 - An online, open source implementation of MTM2
- Replies: 20
- Views: 2473
Re: OpenMTM2 - An online, open source implementation of MTM2
Just download the game, unzip into a folder, rename MONSTER.EX_ to MONSTER.EXE and run it from the browser. Works on phone, linux, windows, etc...
MTM2 DL: https://mtm2.com/~mtmg/misc/mtm2iso/mtm2.php
MTM2 DL: https://mtm2.com/~mtmg/misc/mtm2iso/mtm2.php
- Thu Oct 08, 2026 7:27 am
- Forum: General Discussion
- Topic: Bevy/Avian remake of MTM2
- Replies: 3
- Views: 690
Re: Bevy/Avian remake of MTM2
Very pretty!
- Mon Oct 05, 2026 10:00 am
- Forum: General Discussion
- Topic: Introducing the SS Project
- Replies: 269
- Views: 2785119
Re: Introducing the SS Project
Yep, checked it out this morning in game, looking good.
Vectorizing all of your HD trucks by hand would be a ton of work! Tried a couple vertorizers online just to test. Here's a couple results from https://vectorizer.ai/
Very cartoony, but infinitely scalable! :lol:
Screenshot 2026-10-05 075427 ...
Vectorizing all of your HD trucks by hand would be a ton of work! Tried a couple vertorizers online just to test. Here's a couple results from https://vectorizer.ai/
Very cartoony, but infinitely scalable! :lol:
Screenshot 2026-10-05 075427 ...
- Mon Oct 05, 2026 9:47 am
- Forum: Track Talk
- Topic: HD Stock textures
- Replies: 4
- Views: 1387
Re: HD Stock textures
Checked out the MTM2 pack this morning. Very very nice results! The heights and excavation were a couple of my favorites, and all the upscaled model textures look amazing.
It gave me a crazy idea: I don't know if you have to first recombine the patterns first like I was doing or if you've found a ...
It gave me a crazy idea: I don't know if you have to first recombine the patterns first like I was doing or if you've found a ...
- Sun Oct 04, 2026 2:48 pm
- Forum: Track Talk
- Topic: HD Stock textures
- Replies: 4
- Views: 1387
- Sun Oct 04, 2026 10:37 am
- Forum: General Discussion
- Topic: Community Patch #3
- Replies: 70
- Views: 28800
Re: Community Patch #3
Would you be willing to add a toggle to the advanced graphics menu that turns off shadows cast by terrain for all weathers but leaves all the other new shadows? I'd probably run the game like that most of the time if it was an option.
- Sun Oct 04, 2026 9:48 am
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.7
Appreciate the changes Fila, thank you. Everything seems to be working correctly.
For your groundbox sky high... did you try to try to manually input 1 something or did you use the arrow clicks? the groundbox editing has always been finnicky, the clicking the arrows was always the most reliable ...
For your groundbox sky high... did you try to try to manually input 1 something or did you use the arrow clicks? the groundbox editing has always been finnicky, the clicking the arrows was always the most reliable ...
- Thu Oct 01, 2026 7:53 pm
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.7
Updates are great so far!
Bugs:
Editing ground boxes is massively broken (or I'm doing something wrong!):
-Resizing ground boxes has strange behavior. Increasing the top by 1 unit makes the box sky high.
-After placing a ground box, I copy / pasted it over to an adjacent square. Changing the size ...
Bugs:
Editing ground boxes is massively broken (or I'm doing something wrong!):
-Resizing ground boxes has strange behavior. Increasing the top by 1 unit makes the box sky high.
-After placing a ground box, I copy / pasted it over to an adjacent square. Changing the size ...
- Thu Oct 01, 2026 8:07 am
- Forum: General Discussion
- Topic: Community Patch #3
- Replies: 70
- Views: 28800
Re: Community Patch #3
Can you say a little bit about why shadows load so much more quickly for Dusk weather than for Clear? On these conversions, clear is many, many times as slow as dusk. I'm doing pretty much all of my testing on Dusk weather right now, as it just loads so much quicker, and shadows have to be rebuilt ...
- Thu Oct 01, 2026 7:29 am
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.7
I was working on the AI paths again yesterday, and I was wondering if some kind of visual clue could be added in Traxx that shows how AI goes from one path to the next? I guess this will depend on what you're doing with the AI currently, but in Tracked4 (and maybe 3) when an endpoint of one AI route ...
- Thu Oct 01, 2026 7:11 am
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.7
Thanks for the updates!
Ok, about the water. No need to change that, just didn't remember if tide speed was editable in MTM2.
For the toggle, when the toggle is off, if you click on the Traxx window behind the textures window, Traxx should come to the front and let the textures fall behind ...
Ok, about the water. No need to change that, just didn't remember if tide speed was editable in MTM2.
For the toggle, when the toggle is off, if you click on the Traxx window behind the textures window, Traxx should come to the front and let the textures fall behind ...
- Wed Sep 30, 2026 10:47 pm
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.6
I guess the issue here was the 21 checkpoints. JSMTM2Converter didn't have this cap and let all 21 through, RuDeE removed one (checkpoint 6 i think) but didn't update the box count and that's how we got here.
That's correct. I don't know which checkpoint I removed either haha. Just removed a ...
That's correct. I don't know which checkpoint I removed either haha. Just removed a ...
- Wed Sep 30, 2026 7:02 pm
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.6
Is there anywhere to edit the tide speed in Traxx (or anywhere else)? Would be nice to add to Traxx if tide speed exists. Could go under the "special" menu.
Also, water height seems to increase in multiples of 4. So, water height=1 in traxx means water height = 4 in the sit. It would be nice to ...
Also, water height seems to increase in multiples of 4. So, water height=1 in traxx means water height = 4 in the sit. It would be nice to ...
- Wed Sep 30, 2026 1:59 pm
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.6
That all sounds good. I did remove one checkpoint by hand in the .si2, but I didn't change the count anywhere in the file. I'll see if I can fix that now and open it in Traxx. Interesting the track still works in game with this error in the si2.
- Wed Sep 30, 2026 8:02 am
- Forum: Traxx
- Topic: Traxx 1.6.7
- Replies: 38
- Views: 47333
Re: Traxx 1.6.6
Converted Team Death's Roanoke River with Kmaster's 0.8.1 converter: https://drive.google.com/file/d/10by1rktxDawNP7KdRFXHS6L0iiDLSBGk/view?usp=sharing
The pod runs in game, though the AI routes are broken (disappeared) compared to what Kmaster's track viewer shows. Exported everything to Traxx 1 ...
The pod runs in game, though the AI routes are broken (disappeared) compared to what Kmaster's track viewer shows. Exported everything to Traxx 1 ...