Evo to MTM2 Track & Truck converter

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Fila
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Re: Evo to MTM2 Track & Truck converter

Post by Fila »

Btw how is the performance on Snake River? I chose 4096 model limit because i wasn't sure how much higher it can go before it affects fps. But I am thinking of implementing something similar to Evo where the trees will not count towards the actual object limit. Either that or make a separate limit just for trees IF i follow Rudee's suggestion of making a mask to create trees.

These are just ideas right now, I can't focus on two complex issues at the same time :)
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OG_RuDeE
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Re: Evo to MTM2 Track & Truck converter

Post by OG_RuDeE »

Performance on Snake, River canyon and all of the recent checks I've converted since game master updated his tool a couple weeks ago is perfect.

My suggestion about the mask is separate from the big trees. We could have a function in Traxx that randomly spreads trees over the course.

The mask I suggested is for smaller vegetation like patches of grass, gravel, flowers or weeds, etc...
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Fila
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Re: Evo to MTM2 Track & Truck converter

Post by Fila »

Kmaster, I have no idea where I read you asking me if I want an .md about adding cart tracks?
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

Fila wrote: Sun Sep 27, 2026 11:57 pm Kmaster, I have no idea where I read you asking me if I want an .md about adding cart tracks?
yes

https://github.com/juanputrerasm/JSTrac ... n-guide.md

this guide explains the two main diffs between MTM2 and CPR: the race track layer and height precision. CPR tracks include a new layer caled racetrack layer in which the road and its walls are described and CPR uses 2 bytes (little-endian 10.6 fixed point, similar but not exactly like evo) for height information with MTM only using one byte.

Other diffs include the amount of available vehicles (37 compared to 8 ), new SIT box object types (tree, sign, cone, etc), race types (oval, speedway, road, street) , checkpoint setup (pitlane start, speed limit start, end, etc) and course setup (the use of extended courses as pit lane & pit course) I'm not sure if these are all documented but they are all implemented in JSTrackViewer.

CPREdit Guide
https://github.com/juanputrerasm/JSTrac ... T_GUIDE.md
Track layer analysis
https://github.com/juanputrerasm/JSTrac ... NALYSIS.md

if you want me i can update the implementation guide to describe object types, race types, checkpoint setup and course setup. But if you just add support for the track layer and the incremented height precision we wouldnt really need anything else. I could create a converter for CPR tracks right away.
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OG_RuDeE
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Re: Evo to MTM2 Track & Truck converter

Post by OG_RuDeE »

Kmaster, do you plan to fix the vertical scale factor issue for smf to bin conversion in your tool? Currently, I'm converting with your tool, then converting smfs to bin using a script so they are the correct size, then adjusting object elevations with another script, and so on. It would be great if the converter just did it from the start. :D
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Kmaster
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

OG_RuDeE wrote: Mon Sep 28, 2026 7:53 am Kmaster, do you plan to fix the vertical scale factor issue for smf to bin conversion in your tool? Currently, I'm converting with your tool, then converting smfs to bin using a script so they are the correct size, then adjusting object elevations with another script, and so on. It would be great if the converter just did it from the start. :D
is vegetation scale still incorrect in v0.8.0? https://juanputrerasm.github.io/JSMTM2Converter/
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Re: Evo to MTM2 Track & Truck converter

Post by OG_RuDeE »

I'll have to check again when I'm home later, but as of the weekend the scale was still off.
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

v0.8.1 is up. vertical scale should be fixed.
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

JSMTM2Converter 0.8.2

JSMTM2Converter converts 4x4 Evolution 1 and 2 tracks and trucks into Monster Truck Madness 2 HD PODs, right in your browser.

New: Limit checkpoints to 20
  • A new option, Limit checkpoints to 20, is on by default; MTM2 holds at most 20 checkpoints: every truck stores 20 checkpoint times per lap, and Traxx refuses a 21st. On a Evo track with more than 20, the first and last checkpoints always stay. Of the others, the converter drops the checkpoint whose removal changes the route least: for each checkpoint it measures how much longer the way from the previous checkpoint to the next one is when the truck has to pass through it. A checkpoint on a straight line between its neighbours adds nothing and goes first; a checkpoint that bends the route round a corner or blocks a shortcut adds a lot and stays. It repeats until 20 remain, re-measuring after each removal, and the checkpoints keep their order. The conversion log names the gates (checkpoints) it dropped.
  • Turn it off to keep every checkpoint; the log then warns that the track will not work properly in MTM2 (or Traxx).
Fixes
  • Dark palettes are no longer wrongly brightened fourfold. This affected the night, rain and glare sky palettes from STARTUP.POD.
Under the hood
  • Archives and Evo files are now read, and MTM2 PODs, models, textures, track files and truck manifests written, through OpenPhotex 1.0, the shared format library also used by JSPod, JSTrackViewer and JSTruckViewer.
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