I've been doing a pretty major overhaul of the old Traxx MTM1 & 2 track editor. For those who don't know, Traxx is an MFC-based Win32 track editor built by our beloved GuitarBill with the latest update (version 1.5.12) written by RBIII.
Traxx. v1.6 is the largest single release in a while, the headline is a full OpenGL renderer, but there's a lot more packed in.
OpenGL Renderer
Traxx always ran purely in software. v1.6 adds a proper OpenGL renderer built on top of the existing TexturePolyobj/TriG engine library foundation.
GL-specific features that come with it:
Dynamic resolution: viewport adjusts to your actual window size instead of being fixed
Switchable FPS overlay: toggle on/off in Options
Wireframe smoothness: edges render cleanly instead of the jaggy software-mode wireframe
Texture dithering: better texture quality on lower color-depth displays
Transparent BIN faces: models with solid black pixels render those faces as transparent, matching in-game appearance. Switchable.
Vsync limiter: should help with screen tearing in powerful machines. Turn it off if you want uncapped framerates.
Hide Collider Boxes: suppress the invisible BOX collision objects cluttering the viewport.
Grid size increases
OpenGL mode: up to 256
Software mode: up to 128 (was capped lower, the software renderer TexturePolyobj gets very slow past this)
Whole Grid display option: render the entire map at once instead of just the viewport window. Toggle via checkbox; disables the grid size slider while active.
Drag support
MTM1 and MTM2.1 Drag tracks (Track Race Type 1 in the SIT file) are now a first-class track type. The Track Components dialog has a proper "Drag" radio button alongside Circuit and Rumble. Previously Drag tracks loaded and displayed as Circuit, that's fixed.
UI changes
New Textures & Models toolbar alongside the editor-mode toolbar, quick buttons to toggle the Textures and Models dialogs without going through the View menu. Buttons stay pressed while the dialogs are open.
New modern UI controls
Software mode updates
In Software mode the terrain and water grid are handled by the new TerrainRenderer instead of TexturePolyobj, which was never really designed for real-time navigation, it's what enables the performance gains and the larger grid sizes.
Oh man this looks so good. I still have to finish some of my tracks that I was planning on doing a "redux" that I never got around to. Maybe now I have an excuse
Off the top of my head after playing just a little bit with it, would be nice if the texture/model window itself could be resizable by dragging the edges using the mouse.
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So those *beep* idiots at Microsoft detected the new traxx16.exe executable as a trojan. go figure.
I had to manually revert the "quarantine" the intergated MS antivirus did with the file. I already sent a false positive report but yeah, its Microsoft-made crapware, so obviously the submission process ended with an error.
I'm currently updating one of my tracks so yeah, real beta testing has begun!
regarding the resizable models/textures dialog, it's on my to-do list, but those dialogues are somewhat... complex. and yes this is a very good time to do these reduxes !
Fila wrote: Sun Jun 14, 2026 11:26 pm
VERY good time. DX9 renderer almost done.
Kmaster wrote: Mon Jun 15, 2026 1:38 amExcellent news!
Um... This isn't what I think it is, is it?
Either way, this is a big evolution for track making as a whole, I may need to get myself bothered once again to start making things again, be it drag conversions, or something else!
Fila wrote: Sun Jun 14, 2026 11:26 pm
VERY good time. DX9 renderer almost done.
Kmaster wrote: Mon Jun 15, 2026 1:38 amExcellent news!
Um... This isn't what I think it is, is it?
Either way, this is a big evolution for track making as a whole, I may need to get myself bothered once again to start making things again, be it drag conversions, or something else!