MTM2 Beta Patch 0.46 - Lights and Mirrors

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Ford-chan
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Ford-chan »

Kmaster wrote: Thu Jun 25, 2026 8:30 pmby the way i dont know if this was addressed in another patch but are objects and groundbox limits increased? or should i add this to my wishlist?
  • Have Fila increase groundbox limit
  • increase object limit
  • increase texture size limit (256px is still good but 512 and 1024 would be nice)
  • increase moving objects limit
  • add support for 512x512 maps
  • add support for CPR maps (race track layer + increased object & terrain precision + more trucks... or maybe not)
  • increase darkness intensity in terrain shadows (too soft to my liking)
I've been wanting to do a wishlist for certain things that I'd like to see for a long time, but I wasn't really going to bother with it, knowing that the state of the game was in vapourware for 8 years now, to where something like that wouldn't be quite appreciated, but I suppose now that this is all over, I might start doing it, on condition that Fila is okay with some of the ideas that I bring up? I promise it won't be anything too drastic to where it's just about impossible to code.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Kmaster »

Ford-chan wrote: Thu Jun 25, 2026 9:33 pm
Kmaster wrote: Thu Jun 25, 2026 8:30 pmby the way i dont know if this was addressed in another patch but are objects and groundbox limits increased? or should i add this to my wishlist?
  • Have Fila increase groundbox limit
  • increase object limit
  • increase texture size limit (256px is still good but 512 and 1024 would be nice)
  • increase moving objects limit
  • add support for 512x512 maps
  • add support for CPR maps (race track layer + increased object & terrain precision + more trucks... or maybe not)
  • increase darkness intensity in terrain shadows (too soft to my liking)
I've been wanting to do a wishlist for certain things that I'd like to see for a long time, but I wasn't really going to bother with it, knowing that the state of the game was in vapourware for 8 years now, to where something like that wouldn't be quite appreciated, but I suppose now that this is all over, I might start doing it, on condition that Fila is okay with some of the ideas that I bring up? I promise it won't be anything too drastic to where it's just about impossible to code.
having a priority value on each feature request would help i think.

i also forgot something very important in my wishlist: 24-bit true color textures support.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

I've been meaning to post something about these subjects, but I got distracted by having to do the hotfix as the game wasn't starting. I'll get around to it.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

I've discovered something interesting Kmaster. I'm trying to trouble shoot the objects flickering to full black (still no solution) but it turns out, your Traxx 2 renderer has the same issue with the same models!
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

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Fila wrote: Fri Jun 26, 2026 12:44 am I've discovered something interesting Kmaster. I'm trying to trouble shoot the objects flickering to full black (still no solution) but it turns out, your Traxx 2 renderer has the same issue with the same models!
if it's the same issue i think it is I think I already have the solution for it (on JSPod BIN viewer), but I haven't applied it yet on any other of my tools.
Well I had flickering issues on the truck viewer first, specifically z-fighting black artifacts due to front and back faces being rendered at the same time on RepFan PowerWheels ( I think we even talked about this on PMs or the truck viewer thread)
Then I had more specific z-fighting issues in some BINs that had textured faces behind another textured face too close.
increasing render precision was the answer as far as I remember. Well it's a bit more complex than that but still not quite as bad as it looks.

Try opening the offending BIN in JSPod and see if it gets displayed correctly. I can generate a .md document so your agent can patch this bug.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

One model works correctly and one model does not :D (loader.bin from the breakneck ridge race)
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Ford-chan »

Kmaster wrote: Thu Jun 25, 2026 9:55 pmhaving a priority value on each feature request would help i think.

i also forgot something very important in my wishlist: 24-bit true color textures support.
Something in like rankings from 1 to 2 I think?

Most of my wishlist things will probably revolve around the Drag portion of the game, since I'd like to be able to imitate certain monster truck seasons from past to present, with such series like PENDA to Monster Jam, all the GOATed periods of the monster truck scene as we know it today. Something that I've been wishing for so long even from a kid's perspective many years ago.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

I will give you a heads up since this is what i was planning. I want to do a thread with all the wishlish and people can rank their priorities if they want but i will not give any priority to anything and it's mostly going to go based on what time i have to do it and how i feel that day :)

This is mostly for my sanity as well because otherwise i get very focused on finishing a task to the point where I actively lose sleep, and I'm not getting paid to do this :D
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Kmaster »

Fila wrote: Fri Jun 26, 2026 1:08 am One model works correctly and one model does not :D (loader.bin from the breakneck ridge race)
ohhh you mean the missing textures on backhoe and loader? those always been a blackbox to me. They have always, always (since i started using Traxx 1.4 back in 2002..ha) looked like that on Traxx so that bug went straight to Traxx GL and JTraxx and the rest of JS tools.

are you having the same issue now on MTM2? I bet it's an easy find. Are these models correctly rendered on BINedit?
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Kmaster »

by the way, im kinda sad that the dark-tinted windows texture trick is not working anymore :( my skyliner is all a big block right now. and the rest of trucks that used this trick (i dont think there were many tho)
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

The loader is one of the models that flickers in and out. The train (that also shows up wrong in traxx) is also one of them but that one i fixed. However that fix is not translating to the loader. Yes, BinEdit loads this correctly.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

Kmaster wrote: Fri Jun 26, 2026 1:19 am by the way, im kinda sad that the dark-tinted windows texture trick is not working anymore :( my skyliner is all a big block right now. and the rest of trucks that used this trick (i dont think there were many tho)
Oh... that might have something to do with me trying to fix some of the other models. Give me a model so I can try to eventually fix it, once i figure out this dern flickering.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

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Kmaster wrote: Fri Jun 26, 2026 1:02 amif it's the same issue i think it is I think I already have the solution for it (on JSPod BIN viewer), but I haven't applied it yet on any other of my tools.
Well I had flickering issues on the truck viewer first, specifically z-fighting black artifacts due to front and back faces being rendered at the same time on RepFan PowerWheels ( I think we even talked about this on PMs or the truck viewer thread)
Then I had more specific z-fighting issues in some BINs that had textured faces behind another textured face too close.
increasing render precision was the answer as far as I remember. Well it's a bit more complex than that but still not quite as bad as it looks.

Try opening the offending BIN in JSPod and see if it gets displayed correctly. I can generate a .md document so your agent can patch this bug.
I have noticed transparency bugs with certain addon trucks, like Jet's Destroyer 1999 with the transparent rear bed netting, and Excaliber 1996 with the transparent front end grill.

https://mtm2.com/~trucks/dl.php?dl=6677

https://mtm2.com/~trucks/dl.php?dl=5602

Jet and PM Customs/Nat Gage's trucks are by far my most favourite, given the sheer attention to high detail put into them, which will only ever be even more amplified with the power of DX9! (If you two are reading this, you better start producing more when you can!)
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

I do think that before I will work on anything else, the number 1 priority is to fix the transparencies. The new renderers handle the transparencies more or less the same as the old ones (DX5, 3dfx) but they do it slightly different and this seems to throw off DX9 bigtime. Because fixing one model breaks another model so I need to find how to get everything to work together. lol
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

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Fila wrote: Fri Jun 26, 2026 1:15 am I will give you a heads up since this is what i was planning. I want to do a thread with all the wishlish and people can rank their priorities if they want but i will not give any priority to anything and it's mostly going to go based on what time i have to do it and how i feel that day :)

This is mostly for my sanity as well because otherwise i get very focused on finishing a task to the point where I actively lose sleep, and I'm not getting paid to do this :D
Essentially with what I said about your terms and conditions that you're most comfortable with! :wink:
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Kmaster »

Fila wrote: Fri Jun 26, 2026 1:20 am The loader is one of the models that flickers in and out. The train (that also shows up wrong in traxx) is also one of them but that one i fixed. However that fix is not translating to the loader. Yes, BinEdit loads this correctly.
Binedit is the key then, yes i also noticed this issue on the TPARKs main train. Have your best agent read how binedit parses and renders BACKHOE.bin, LOADER.bin and TP8TRN.bin and see what differs with your implementation (apart from the obvious that BE is software rendering and MTM2 is DX9). i'll be kinda busy tomorrow and i want to be disconnected from the grid the next few days, but maybe.. i can have a look in a few hours... i also need some sleep :)
Ford-chan wrote: Fri Jun 26, 2026 1:22 amI have noticed transparency bugs with certain addon trucks, like Jet's Destroyer 1999 with the transparent rear bed netting, and Excaliber 1996 with the transparent front end grill.

https://mtm2.com/~trucks/dl.php?dl=6677

https://mtm2.com/~trucks/dl.php?dl=5602

Jet and PM Customs/Nat Gage's trucks are by far my most favourite, given the sheer attention to high detail put into them, which will only ever be even more amplified with the power of DX9! (If you two are reading this, you better start producing more when you can!)
on patched MTM2 or JSTruckviewer? or JSPod?
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

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Fila wrote: Fri Jun 26, 2026 1:21 am Oh... that might have something to do with me trying to fix some of the other models. Give me a model so I can try to eventually fix it, once i figure out this dern flickering.
you can see this on my super skyliner models:
https://www.mtm2.com/~trucks/trucks.php ... r+skyliner
yes, this also is not fixed on truck viewer
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by KF2416 »

Speaking of offline rumbles, will you make rumbles playable for single player for next community patch?
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

I have thought about that actually and the answer is... not for the next patch no. It is something I'm thinking of but so many rumbles have like holes where you can fall through on purpose, the current implementation of AI trucks is not able to read such things, so the only way to make offline rumbles any fun is to change the way AI trucks behave/read terrain. This can tie in to my desire to want to improve the AI in races too.

The other tricky element is to make them compatible with all the existing rumbles that have no AI pointers in them. These two elements is what makes this very tricky.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Kmaster »

Got the bug
Image

in BIN files, block token 0x0A should not end or clear the currently-active texture. If your BIN parser resets the "current texture" state when it sees 0x0A, every textured face that appears after that block loses its texture and renders flat/untextured.
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