MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

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Cale
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Cale »

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 but worth mentioning.
Monster Truck Madness 2 7_26_2026 10_55_40 AM.png
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Fila
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Which truck is that? (so I can test it easier)

And how was the hack achieved so that I can either try to replicate it.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by KF2416 »

I have one question: Will you port MTM2 to OpenGL and RTX with a new raytracing feature after this?
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

I'm unlikely to do OpenGL because Vulkan is already active.

RTX... oof... not sure what the answer is. True raytracing kills FPS badly. Even the old games that have raytracing ported to them, a lot of them are corridor shooters and not open world like MTM2. I would probably have to do some tests to see if it's doable first.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Cale »

Fila wrote: Sun Jul 26, 2026 2:36 pm Which truck is that? (so I can test it easier)

And how was the hack achieved so that I can either try to replicate it.
https://www.mtm2.com/%7Etrucks/trucks.p ... h=gunkster (the truck image shows how the effect should look).

Here's how it works: https://malibu350.com/tnt/transfaces.htm
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Shockwave_S08 wrote: Tue Jul 21, 2026 8:31 am While the truck reflections in The Graveyard are fixed, I noticed a new issue; it seems that on any track that has rainy weather enabled, the water particles that get kicked up by any truck's tires get way too bright if you're far enough away with them. Audio sounds about the same as before the first hotfix.20260721082503_1.jpg
Holy moly this was a pain in the ass to fix. It was actually 3 different bugs all working together. So fixing one was not really resolving the issue, was just making it slightly better.
sprinkle.jpg
In the meantime I fine tuned the blobs to not be as big from a distance (another bug).
Side note: There is a small feature I've been working on and off that never worked right and it was actually affected by this same bug.
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Fila
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Cale wrote: Sun Jul 26, 2026 9:59 am 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 but worth mentioning.

Monster Truck Madness 2 7_26_2026 10_55_40 AM.png
WeGotGlass.jpg
It does look slightly different now because the reflections only work on shiny textures, whereas the old "reflection" was really just a texture that was applied over the whole body regardless.

I'm going to look into seeing if I can add reflections to it. The texture is unique and specific enough to be able to differentiate from the other ones. Only problem is if someone uses it as a non glass, then reflections would be weird.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Ford-chan »

Is there some 55 capped truck limit going on? For some reason, having more than 55 addon trucks podded in, then going in to Truck Selection, is when the rest of them don't show up in the menu. This is all running with JPodman BTW.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Cale »

Fila wrote: Mon Jul 27, 2026 4:48 am
Cale wrote: Sun Jul 26, 2026 9:59 am 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 but worth mentioning.

Monster Truck Madness 2 7_26_2026 10_55_40 AM.png
WeGotGlass.jpg

It does look slightly different now because the reflections only work on shiny textures, whereas the old "reflection" was really just a texture that was applied over the whole body regardless.

I'm going to look into seeing if I can add reflections to it. The texture is unique and specific enough to be able to differentiate from the other ones. Only problem is if someone uses it as a non glass, then reflections would be weird.
A "Shiny Transparent" face type would be quite useful going forward. Like all things, it's how it's used that will dictate how it looks.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Ford-chan wrote: Mon Jul 27, 2026 11:43 am Is there some 55 capped truck limit going on? For some reason, having more than 55 addon trucks podded in, then going in to Truck Selection, is when the rest of them don't show up in the menu. This is all running with JPodman BTW.
Not that I can find in the code no, for the .49 build it should be 199. We'll see if .50 changes anything for you since I fixed some .pod file name issues that can silently creep in, especially now that we've started using newer tools than the old tried and tested.
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Re: MTM2 Beta Patch 0.49 - Welcome Vulkan the Volcano

Post by Fila »

Cale wrote: Mon Jul 27, 2026 4:02 pm
Fila wrote: Mon Jul 27, 2026 4:48 am
Cale wrote: Sun Jul 26, 2026 9:59 am 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 but worth mentioning.

Monster Truck Madness 2 7_26_2026 10_55_40 AM.png
WeGotGlass.jpg

It does look slightly different now because the reflections only work on shiny textures, whereas the old "reflection" was really just a texture that was applied over the whole body regardless.

I'm going to look into seeing if I can add reflections to it. The texture is unique and specific enough to be able to differentiate from the other ones. Only problem is if someone uses it as a non glass, then reflections would be weird.
A "Shiny Transparent" face type would be quite useful going forward. Like all things, it's how it's used that will dictate how it looks.
I'll keep that in mind. I'm probably going to make that the first thing after I am done with the menus. That and increase the texture limitations etc.
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