JSTrackViewer - Online 3D track viewer

Downloads: https://www.mtm2.com/~tracks/tracks.php
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

JSTrackViewer - Online 3D track viewer

Post by Kmaster »

JSTrackViewer

An online 3D viewer for classic Terminal Reality game track/level archives, including Monster Truck Madness 1 & 2 (including HD tracks for CommPatch 3), Terminal Velocity, Fury3/F!Zone, Hellbender, CART Precision Racing and 4x4 EVO 1 & 2.

Drop in a POD or ZIP file from local storage, (or point it at a CORS-enabled URL), and the viewer decodes terrain, textures, objects, ground boxes, courses, trucks, water, backdrops, CPR racetrack/walls layers, TV/F3 navigation points, powerups and tunnels and even EVO vegetation.

JSTrackViewer is based on JTraxx, which in turn is based on the original Traxx track editor by GuitarBill and malibu350.

Image
Image
Image
Image
Image

Live preview: https://juanputrerasm.github.io/JSTrackViewer/

Project page
Last edited by Kmaster on Mon Sep 07, 2026 10:27 pm, edited 2 times in total.
User avatar
Fila
Member
Posts: 2119
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Online track viewer for MTM1&2

Post by Fila »

Oh this looks real nice. Gonna have to figure out to add this to the website too ^_^
User avatar
Fila
Member
Posts: 2119
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Online track viewer for MTM1&2

Post by Fila »

I really like playing with the sun intensity!
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

Fila wrote: Fri May 29, 2026 11:12 pm I really like playing with the sun intensity!
yeah its one of the features of three.js that is there, right out of the box to configure. modern renders are cool arent they?

i found a bug in object placement regarding tilt calculation. I'll look into it.

Send any findings here!

by the way CPR tracks walls are also not correctly texture-mapped (UV is wrong). I have no source of knowledge for CPR tracks other than what we know about MTM tracks so if you know a thing or two about CPR racetrack layer, let me know. its all reverse engineering at this point
User avatar
Ford-chan
Member
Posts: 310
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: Online track viewer for MTM1&2

Post by Ford-chan »

Kmaster wrote: Fri May 29, 2026 10:22 pm(or point it at a CORS-enabled URL)
I've been doing all sorts of Google searches about how to do it, but they all just provide explanations on how it works, can't seem to find a straightforward step by step how to, on top of that, verbal/written learning is nothing but a blank void to me, as I'm essentially trying to visualise what certain words would look like in my head, visual learning is by far my most strongest and easiest way to understand things (which I'm pretty sure it's part of my Autism or something :?).
User avatar
Fila
Member
Posts: 2119
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Online track viewer for MTM1&2

Post by Fila »

The CORS enabled URL will come into play once I have the viewer up and running on the mtm2 website (as in, at that point you can just ignore it and put in any link from a track hosted on the mtm website), similar to how the truck viewer works as of now. Otherwise, you just have to use the viewer as is and load a track from your HDD for now.
User avatar
Ford-chan
Member
Posts: 310
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: Online track viewer for MTM1&2

Post by Ford-chan »

One thing I do love about it, is how I can simply look at a track before even driving it, it helps a lot since most addon tracks will have things ranging from blind corners, off track excursions, obstacles that I wouldn't have any warning of whatsoever, roads that deviate from the actual course path, like with most Enocell tracks, etc. It really is handy as opposed to me suffering just to master the whole track for who knows how long.

In saying that, at some point in time, is it ever possible that we could potentially have some driving aids implemented, like a visual course line drawn in front of you, which most racing sims nowadays have for practicing where to drive? It would be a whole lot better than simply bringing up the on screen track map just to figure out where to go whilst driving fast all at once, which is not an easy thing to begin with.
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

I'm currently working on a major update for JSTrackViewer. It will add support for CommPatch 3 HD tracks, along with ramps, top crush models, and a number of smaller fixes, including orientation and scale corrections.

The first milestone is full support for both legacy and HD MTM2 tracks (including MTM1). After that, I'll move on to CPR and the flight games.

Tentative support for 4x4 EVO is also being considered, along with a test drive mode. If time allows, I may also work on a clean-room implementation of MTM2.
User avatar
OG_RuDeE
Member
Posts: 316
Joined: Fri Apr 28, 2023 4:11 pm

Re: Online track viewer for MTM1&2

Post by OG_RuDeE »

Evo would be amazing. I'd love to backport quite a few tracks from Evo 2. So many good team death and oops tracks. Even basic functionality / import for mtm2 would be fine for me.
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

OG_RuDeE wrote: Sat Sep 05, 2026 8:15 pm Evo would be amazing. I'd love to backport quite a few tracks from Evo 2. So many good team death and oops tracks. Even basic functionality / import for mtm2 would be fine for me.
do you know if there's any open source track viewer/editor or do you have detailed information on how Evo tracks works? that would speed up things quite a bit.
User avatar
OG_RuDeE
Member
Posts: 316
Joined: Fri Apr 28, 2023 4:11 pm

Re: Online track viewer for MTM1&2

Post by OG_RuDeE »

I have two options. One of the members of the Evo discord shared a blender track importer. I can ask him if he's willing to share his code with you.

Another member did make a track importer for unity, and that might be open source. I will have to look tomorrow and get back to you.
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

I wonder if you guys knew about this opensource implementation of Evo https://github.com/americusmaximus/4x4e judging from the screenshots it looks quite complete, at least from a map rendering perspective
User avatar
OG_RuDeE
Member
Posts: 316
Joined: Fri Apr 28, 2023 4:11 pm

Re: Online track viewer for MTM1&2

Post by OG_RuDeE »

Yes, the 4x4evolution.net guys know about it. There is a 4x4 Evo 2 decomp on that guy's github too. From his Readmes on github, he decompiled some older versions of the game that he found on myabandonware. I think Fuzzy can't contribute because he has the actual source code to both games and signed an NDA.

Johhny Shumway (https://github.com/JShum00?tab=repositories) started a project of recreating the Evos in Unity. If you're interested in checking it out, let me know. I can send you a link on Discord to the Evo community, and you can ask on there. I haven't checked out their project yet, outside of Johnny's youtube videos.
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

Well.. it seems that with the information I found in the 4x4e and 4x4e2 is more than enough. Prepare for a big update.
thanks RuDee. and tell your friends in the evo community!
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

JSTrackViewer v0.9

Image

changelog:
  • 4x4 Evolution 1 & 2: Added complete POD track support, including POD2 archives, SIT v6/v7 scenes, LVL/TEX terrain, 16-bit CLR height and texture grids, courses and object placement.
  • Evo models and textures: Added SMF v2–v4 models, per-texture RAW/ACT palettes, OPA transparency and indexed TIFF textures with optional alpha.
  • Evo rendering: Added native coordinate and terrain scaling, model orientation, billboards, track-defined water color/opacity and Evo 2 instanced VEG vegetation.
  • Evo diagnostics: Added SIT version, model, texture, shadow and tree statistics, plus extensive format documentation.
  • Rendering fixes: Corrected MTM object orientation, scaling, ramps, collision prisms, materials, transparency, animated BIN models and numerous BIN opcodes.
  • Community Patch 3: Added HD PNG/TGA textures, POD1-64 archives, SI2 tracks, long asset names and TXV metadata.
  • CART Precision Racing: Rebuilt roads, curbs, walls and catch fences from the CPREdit schema. Fixed texture mapping, missing sections, mirrored walls and elevation.
  • Game detection: SIT files are now correctly classified as MTM1, MTM2 or CPR from their record schema.
  • Arena tracks: Added stadium parsing, positioning and rendering, with arenas correctly replacing backdrop scenery.
  • Terminal Velocity/Fury3: Added navigation points, tunnels, powerups and animated textures, plus authored start positions, hovering objects, layer controls and statistics.
  • Reliability and UI: Worker failures now display errors instead of hanging. Navigation details, metadata, statistics, controls and documentation were expanded.
Known 4x4 Evolution limitations:
  • SDW shadow overlays and RTD grids are retained but not rendered.
  • Advanced Evo 2 bump, reflection, gloss, projected-shadow and animated WAT effects are not reproduced.
  • Standalone compressed LTE downloads are not supported.
User avatar
OG_RuDeE
Member
Posts: 316
Joined: Fri Apr 28, 2023 4:11 pm

Re: Online track viewer for MTM1&2

Post by OG_RuDeE »

Just checked it out and shared on the Evo discord. Beautiful stuff!

Any plans to bring some of this functionality to Traxx? It would be awesome to be able to convert Evo (2 especially) .sit files into MTM2 compatible ones. Tracked4 (Evo 2) is actually a very nice editor, but it's pretty hard to fire up on modern machines.

Edit: .clr file conversion is even more interesting to me. I'll give it a go myself again at some point if you don't plan on incorporating it into newer versions of Traxx.
User avatar
OG_RuDeE
Member
Posts: 316
Joined: Fri Apr 28, 2023 4:11 pm

Re: Online track viewer for MTM1&2

Post by OG_RuDeE »

Got something figured out for the moment at least. Traxx has no problem reading Evo .clr files. The .tex file needs to be converted to MTM2 format (easy enough in notepad), and if you export the altitude minimap from the Evo 2 editor, it can be loaded in Traxx (first as a texture, then copy and paste in Traxx as an altitude bitmap). Forgot about the Evo spline stuff, so the altitude transitions are kind of jacked, but they can be hand smoothed / edited in Traxx. There's a bit more to it, but I'll leave it there for now.

Was gonna post a screenie, but can't in this forum.

Here it is:
Screenshot 2026-09-07 172150.jpg
This is OOPS;)'s Terramar Speedway textured with rough altitude map.
You do not have the required permissions to view the files attached to this post.
Last edited by OG_RuDeE on Wed Sep 09, 2026 8:13 am, edited 1 time in total.
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Online track viewer for MTM1&2

Post by Kmaster »

Traxx support for Evo tracks? well it is not on my plans at the moment due to the sheer complexity of working with map editors. JTraxx and Traxx GL were already quite difficult, and EVO is a somewhat unknown world to me. But maybe I can help developing scripts to ease EVO to MTM2 conversion using JSTrackViewer parsing logic. I was planning to do so for CPR tracks at some point. Or maybe Fila can pick this up but I doubt that due to his current workload.

I use imgur to upload screenshots on forums that you can not add attachments https://imgur.com/
User avatar
OG_RuDeE
Member
Posts: 316
Joined: Fri Apr 28, 2023 4:11 pm

Re: JSTrackViewer - Online 3D track viewer

Post by OG_RuDeE »

My comment about the screenshot was mainly to Fila, since I think he is still trying to figure out the permissions on this new forum platform and he might mean for attachments to be allowed on all forums?

As for Evo support, I think it would even be enough to be able to "clone a 4x4 Evo track as MTM2." So, just the ability to import Evo .sit files then save as .txx or write an MTM2 pod. The terrain art and altitude are so similar, I imagine that should be fairly easy (no spline). Model conversion from .smf to .bin would be a later step, but maybe replacing .smf models by some placeholder boxes that could be manually replaced by the user could be a first step? Just spit balling here. :lol: Making Traxx a full on Evo track editor is not really necessary as TrackEd3 and 4 are both quite good and still functional and can import MTM2 pods already.
User avatar
Kmaster
Member
Posts: 1530
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: JSTrackViewer - Online 3D track viewer

Post by Kmaster »

JSTrackViewer update: explore Hellbender's underground, see checkpoints and starting grids

Hellbender levels finally show what's under the surface

Image

Every Hellbender level has a whole second world beneath it, the tunnels, bases and cryo chambers you fly through in the game. Until now the viewer hid all of it. It's there now: caverns, their floors and ceilings, and every object standing in them. Use the new Underground toggle to show or hide it, and fly down through one of the surface entrances to look around.

Worth knowing: this isn't a separate map you load, the way Terminal Velocity tunnels are. It's the same level, just below you.

Hellbender levels also gained a lot else that was previously skipped:
  • Objective markers
  • Animated textures
  • The planet and mission name now appear in Track Data
  • Levels now open where the game drops you, instead of in the middle of the map
Checkpoint markers for the racing gamesb & 4x4 EVO starting grids

Image

MTM, MTM2, CART Precision Racing and 4x4 Evolution tracks now get numbered CP1, CP2, CP3... markers showing the order you pass them. Handy for reading a course you don't know.

This matters most on 4x4 Evolution, where the checkpoints have no gate model at all, the markers are the only way to see where they are.

For EVO 1 & 2, the eight starting positions are now shown as arrows pointing the way the race runs, so you can see the grid layout.

Fixed
  • Track music was missing on every MTM2 track. It now shows correctly (AZTEC, SURF, VOODOO and so on).
  • Ambient sound was wrong on every game. It used to name a music track, always the wrong one, even for CART, Evo and Terminal Velocity levels, which have no ambient setting at all. Those now show nothing, and MTM2 shows which ambience set the track actually uses.
  • Weather and water level were being shown for tracks that don't store them.
  • MTM and CART tracks now show their CD audio track number.
Tidier controls

The View Options list now only shows what the loaded track actually has. An MTM track no longer offers Tunnels, Powerups or Nav points; Evo tracks drop Ground boxes; CART tracks get a new Racetrack toggle for the road surface, which no other game has. Same for the Track Data panel, empty rows are gone. Ramps moved under Objects.

https://juanputrerasm.github.io/JSTrackViewer/
Post Reply