Search found 696 matches

by Cale
Thu Oct 22, 2026 6:50 pm
Forum: General Discussion
Topic: Best original tracks & trucks?
Replies: 4
Views: 167

Re: Best original tracks & trucks?

Ah...actually, my tracks are full of that sort of stuff too (sponsors etc.) so maybe not the best option.
by Cale
Wed Oct 21, 2026 7:06 pm
Forum: General Discussion
Topic: Best original tracks & trucks?
Replies: 4
Views: 167

Re: Best original tracks & trucks?

Charles River Field uses no stock models/textures. The music would need to be silenced, though. Likewise for Sonic City Speedway.
by Cale
Mon Oct 19, 2026 7:39 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

Time to map
Screenshot 2026-10-19 203848.png
by Cale
Tue Oct 13, 2026 7:10 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

Getting there...
Screenshot 2026-10-13 200928.png
by Cale
Mon Oct 12, 2026 7:55 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

Screenshot 2026-10-12 204936.png
And here's why my modeling technique makes things so tedious. It's not a great way of doing it, but it is my own.

This is what I'm aiming for, ultimately...
madamegenevieve_forum.jpg
by Cale
Mon Oct 05, 2026 6:51 pm
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 ...
by Cale
Sun Oct 04, 2026 6:17 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

LeannesLamentCP3.png

Both Leanne's Lament and Anita Go Fast were built using truck (car?) length 256x256 textures using PSP 2018's vector graphics, so they resized easily enough to 512x512 to test out the PNG stuff. Seems to work well and I'm happy with the result. Redoing my full HD pack in this ...
by Cale
Wed Sep 30, 2026 6:12 pm
Forum: Truck Reviews
Topic: Online MTM2 truck viewer
Replies: 90
Views: 717177

Re: Online MTM2 truck viewer

Awesome! I'll have to play around with that when I have more time.
by Cale
Tue Sep 29, 2026 6:58 pm
Forum: Truck Reviews
Topic: Online MTM2 truck viewer
Replies: 90
Views: 717177

Re: Online MTM2 truck viewer

Does this mean you've parsed the CPR car files then? I'd love to play around with them but figuring it out felt above my skill level.
by Cale
Sun Sep 27, 2026 6:19 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

Thank you! I'll give those a shot in the next couple of days. I kind of want to try the normal maps on the new chassis textures to see if I can get any depth to them. As I have time I guess.

Meanwhile, here's what the truck, as it stands, looks like in game. I actually took advantage of what Fila ...
by Cale
Sun Sep 27, 2026 12:30 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

Or I could just make my life easier in general!

Screenshot 2026-09-27 132658.png

The "metal" behind the frame isn't accurate BUT I like the way is looks and it allows me to keep the "solid model" aesthetic I want. Now to work on the interior...

Rudee, can you send over the wheels you already ...
by Cale
Sat Sep 12, 2026 2:19 pm
Forum: General Discussion
Topic: Introducing the SS Project
Replies: 269
Views: 2785119

Re: Introducing the SS Project

So, trying to eat the elephant one bite at a time.

Between work and baby (and other things) it's tough to find time to make the changes that I want to the HD trucks. But I do think it's worthwhile, it's just a ton of work. I have some old models for engines and fuel cells that I can repurpose for ...
by Cale
Tue Sep 01, 2026 6:51 pm
Forum: Utility Talk
Topic: Engine Limits and HD Art
Replies: 67
Views: 35628

Re: Engine Limits and HD Art

Can someone give me a 10000 foot explainer on what the normals are doing and how you guys are making the normal maps? I'm curious if I can forego shading the actual truck textures and use the normal maps instead to get a similar effect.
by Cale
Mon Aug 31, 2026 6:59 pm
Forum: General Discussion
Topic: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some
Replies: 167
Views: 228520

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

So played around with Comm Patch 3 for a bit, no major issues so far (where'd you get all the extra Army clips?), except that, even though I had movie clips switched off, I was unceremoniously greeted by Hulk Hogan upon running through a drag bracket. Nothing big but annoying nonetheless.

Excellent ...
by Cale
Mon Aug 10, 2026 5:21 pm
Forum: General Discussion
Topic: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Replies: 217
Views: 432926

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Incredible! That looks better than a lot of modern games.
by Cale
Fri Aug 07, 2026 6:16 am
Forum: Utility Talk
Topic: BinEdit wishes
Replies: 2
Views: 6261

BinEdit wishes

I hate to be the non-programmer guy asking the programmers for new features, but I was thinking about what would make my life easier for fixing my trucks up for the recent Comm Patches, and something that jumped to mind was a clickable face list. Basically, the Browse Window in BE currently, but ...
by Cale
Tue Aug 04, 2026 6:46 pm
Forum: Utility Talk
Topic: Discussion about game limits, format support and converters going forward
Replies: 13
Views: 16398

Re: Discussion about game limits, format support and converters going forward

I could write a long diatribe about this, but I'll keep it short. It's great if all these limits are increased and the detail of the trucks and tracks can go to the moon. I won't be building trucks and tracks to meet those standards, though. What I love about MTM2 is that it is a moment in time, how ...
by Cale
Wed Jul 29, 2026 7:27 pm
Forum: General Discussion
Topic: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Replies: 217
Views: 432926

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!


Cale, someone said they needed to delete their monster.ini after getting a crash. Did you try that already?


That fixed it (though I had to start the game in 640x480 to get it to run). DX11 works great! On Vulkan truck textures were low quality for some reason and vSync didn't work.

Also ...
by Cale
Wed Jul 29, 2026 6:56 pm
Forum: General Discussion
Topic: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Replies: 217
Views: 432926

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

First try running it, crash:

===== MTM2 CRASH 2026-07-29 19:55:35 =====
code=0xC0000005 addr=0x0043D828 (READ at 0x000004C6)
eax=07E001A8 ebx=07E0015C ecx=00000080 edx=00000027 esi=0000047A edi=F820031E
eip=0043D828 esp=001AFB68 ebp=001AFB9C
[ 0] monster.exe+0x3D828
[ 1] monster.exe+0x37877
[ 2 ...
by Cale
Mon Jul 27, 2026 4:02 pm
Forum: General Discussion
Topic: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano
Replies: 57
Views: 90869

Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano



So something that breaks with the new renderers is the translucency hack that many of us have been using for some time. Looks like it defaults to full transparency, maybe because the fidelity to the actual coordinates on the texture are better. This is in Vulkan. Not a gamebreaker by any stretch ...