Traxx 1.6 OpenGL

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Kmaster
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Traxx 1.6 OpenGL

Post by Kmaster »

Traxx 1.6
OpenGL version - beta

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
Image
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.
Previous version: v1.5.13 (HD patch)
  • Added support for 1920×1080 resolution
Download: Download v1.6 beta 2
Last edited by Kmaster on Mon Jul 20, 2026 11:27 pm, edited 1 time in total.
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Fila
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Re: Traxx 1.6 OpenGL

Post by Fila »

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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Kmaster
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Re: Traxx 1.6 OpenGL

Post by Kmaster »

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 !
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Re: Traxx 1.6 OpenGL

Post by Kmaster »

and again *beep* microsoft!
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Re: Traxx 1.6 OpenGL

Post by Fila »

VERY good time. DX9 renderer almost done.
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Re: Traxx 1.6 OpenGL

Post by Kmaster »

Excellent news!
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Re: Traxx 1.6 OpenGL

Post by Ford-chan »

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!
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Re: Traxx 1.6 OpenGL

Post by Kmaster »

Ford-chan wrote: Mon Jun 15, 2026 6:55 am
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!
prepare for a lot of surprises for mtm2!
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Re: Traxx 1.6 OpenGL

Post by OG_RuDeE »

It's very exciting seeing you guys make good progress on the game! Can't wait to try your updated Traxx.

I'm not sure if you'd be interested in trying to implement something like this into Traxx, but it would be amazing to have the ability to create rules in Traxx for texturing tracks with patterns similar to what you can do in LDTK. I wrote a little script and how-to on using LDTK to texture a MTM2 map, if you want to see what I mean there's a video: https://github.com/thejankshop/ldtk_to_clr
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Re: Traxx 1.6 OpenGL

Post by OG_RuDeE »

I got to play with your beta for a while today. Very smooth and looks very clean! I did get a couple of crashes in the end when I was trying to make my AI course lines. I deleted all segments and tried to add a new one and nothing ever showed up. Then after a while it just crashed. Not sure if it was because I had show whole grid enabled. I was using it with rescalable window size enabled.

Edit: Can confirm that the AI course editor doesn't like the whole grid on. Turning that off lets me edit the AI routes no problem.
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Re: Traxx 1.6 OpenGL

Post by Kmaster »

thanks for letting me know, i'll have a look at it soon!
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Re: Traxx 1.6 OpenGL

Post by Kmaster »

Traxx 1.6 beta 2 is up.

-Fixed a crash in Course editing when using the Whole Grid display option.
-Fixed AI/extended course editing after deleting all segments. New first segments now insert correctly in OpenGL mode.
-Fixed course segment insertion when using dynamic Window Size display mode.
-Fixed stale course selection after deleting one or all course segments.
-OpenGL: Improved Whole Grid course marker display and terrain picking so course lines and truck starts match the visible full grid.
-Improved course data handling to prevent invalid segment deletes from corrupting course data.

Download v1.6 beta 2
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