Evo to MTM2 Track converter

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Kmaster
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Evo to MTM2 Track converter

Post by Kmaster »

well this one took some time. nowhere as much as traxx GL or jtraxx hellbender parser but nonetheless... Using the track viewer mtm2/evo knowledge I asked codex to come up with a converter script. I went ahead and created an UI for it... online. No python, no java, just you and your browser.

JSMTM2Converter reads a 4x4 Evo 1 & 2 POD2 archive containing an evo .SIT v6 or v7 track and generates a CommPatch 3+ MTM2 track in POD1 file.

Conversion runs locally in a "Web Worker": the source POD is not uploaded anywhere, and the finished POD is downloaded by the browser.

This online script is still on beta. More features and tuning will come.
Captura de pantalla 2026-09-10 a la(s) 3.56.24 p.m..jpg
Features
  • Evo 1 and Evo 2 input: detects .SIT v6/v7 tracks inside POD2 archives.
  • MTM2-ready output: writes terrain, texture tables, objects, trucks, courses, checkpoints, water, lighting, map images, metadata, and required companion files into POD1.
  • HD and legacy art modes: converts Evo textures to PNG and can add 8-bit RAW/ACT fallbacks.
  • Model conversion: translates referenced SMF geometry and materials to Community Patch 3 BIN command streams, including normal-map companions for bump textures.
  • Vegetation conversion: turns Evo 2 VEG trees into grounded, scaled MTM2 scenery while respecting the Community Patch 3 object limit.
  • Terrain-aware placement: remaps the 16-bit height field and re-grounds objects, courses, checkpoints, and vegetation against the converted terrain.
  • Auditable results: validates the generated POD1 directory and includes a detailed CONVERSION.LOG with build identifiers, warnings, and a complete archive manifest.
Conversion Sample

https://juanputrerasm.github.io/JSMTM2Converter/
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OG_RuDeE
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Re: Evo to MTM2 Track converter

Post by OG_RuDeE »

So stoked about this! Thanks, Kmaster!

I have quite a few I'd like to convert, and this tool will be a great first step.

Here's TeamDeath's Snake River Canyon in MTM2 (web app works like a charm!):
Screenshot 2026-09-10 154843.jpg
I think the trees should have come in a bit lower, more like bushes, but I have to check the original to be sure.
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OG_RuDeE
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Re: Evo to MTM2 Track converter

Post by OG_RuDeE »

I've converted a few tracks with this utility now, and I have some suggestions / observations:

-The loader shouldn't fail on the pod2 type requirement. Several of OOPS's Evo 2 tracks are pod1. It should rather look for the v6 or 7 (evo 1 or 2) .sit file first and fail if it doesn't find that.
-After loading / converting an Evo pod, the viewer does not display it yet. It must first be downloaded, then loaded in by hand.
-There seems to be a model sizing issue, I think mainly for trees. In Snake River above, I think they came in small. In OOPS's Deja Voodoo, they come in gigantic, and in his Terramar Speedway, the trees are also quite large. Not sure if a scale factor was missed, or if this is just something the user will have to adjust in BinEdit.
-It would be cool to test a terrain vertical scale factor. I know the verts are limited in MTM2 compared with the evos, but e.g. Deja Voodoo could maybe use a doubling in heights and other tracks could use small adjustments. Being able to scale verts, view, try again, etc... before saving would be cool.

I'm sure I'll have more input as I continue testing, but wow, so far, such an awesome tool! Thanks, Kmaster!

Edit:

-smf to bin conversion still has some issues. 1. Evo models like to have overlapping faces that face in opposite directions, and these flicker in game. 2. some models are not being converted correctly, e.g. OOPS's Terramar Speedway has many models that didn't come through correct.

Edit2: I guess I should share these conversions for reference: https://drive.google.com/file/d/1IiYbug ... sp=sharing
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Fila
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Re: Evo to MTM2 Track converter

Post by Fila »

I haven't had a chance to check why but if you notice:

1. Trees give no shade
2. most objects don't with the exception of one here and there
3. every single object is refused by the engine. everything you see here is uploaded per frame from the CPU.
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Ford-chan
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Re: Evo to MTM2 Track converter

Post by Ford-chan »

From TRI's MTM1 to MTM2 code, to your EVO to MTM2 code, so many phenomenal things happening here as we speak!
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Fila
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Re: Evo to MTM2 Track converter

Post by Fila »

Side note: as i was testing this, I have discovered a bug in the code and the glass mirror and glass mesh trucks were also rejected by the engine despite the fact that they were supposed to be accepted. So I fixed that part at least and did further tweaks to the trucks (and my fps went up). Though this fix is only for trucks with animated textures and glass materials.

Anyway, Kmaster, here are my session's observation on Rudee's converted pods, why they flicker and why the engine rejects them and an assumption on why trees come out in different sizes.

https://www.mtm2.com/~mtmg/misc/CONVERT ... _MODELS.md
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