Evo to MTM2 Track & Truck converter

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Kmaster
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Evo to MTM2 Track & Truck 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 & truck 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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Last edited by Kmaster on Mon Sep 14, 2026 3:29 pm, edited 1 time in total.
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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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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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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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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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Re: Evo to MTM2 Track converter

Post by OG_RuDeE »

This morning I converted all of the trees in Snake River canyon from SMF to bin by hand using the blender plug-in and they showed up with shadows now. And I made them the correct size and they look right. Kmaster, what are the v subscript models that show up for some of the trees? Edit: I see, it's for vegitation. Duh! :lol:

I was going to post a screenshot and the new pod but I ran out of time before I had to leave for work
Last edited by OG_RuDeE on Sat Sep 12, 2026 10:30 am, edited 1 time in total.
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Re: Evo to MTM2 Track converter

Post by Ford-chan »

Thought I'd fire up Baja Beach for something new to do with this patch, non-collide objects aside, it works reasonably well, apart from the fact that it mainly runs on 30FPS throughout the whole drive, except for some strange reason, it's 60FPS on RaceCam view?
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Re: Evo to MTM2 Track converter

Post by Fila »

Speaking of which, the v subscript models is actually an interesting idea to try to implement in the mtm2 engine.
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Re: Evo to MTM2 Track converter

Post by OG_RuDeE »

Confirmed on Snake River and Terramar Speedway, just replacing the trees with ones I've converted by hand restores tree shadows and fixes the huge fps loss. I'm back to a stable 120 fps, which is what I have the game locked to. Previously, it was sub 60.

I think there is an issue with smf to bin conversion in the tool in general, as many models are broken in various ways, but I think at least the track models (from the evo .sit) are being placed and scaled properly. The trees are another story. The .bins are broken as I was able to confirm for myself above, and the scaling is wrong. So, some troubleshooting needed there.

Edit: I think it's the .smf models that have an interior and an exterior (and maybe others with more "parts") that are breaking in the conversion process. E.g. in Terramar Speedway this model is broken, but it converts fine through the Blender plugin.
Screenshot 2026-09-12 082111.jpg
Evo trees also have two parts, the trunk and the foliage. Maybe that's why they are getting broken. Here's some progress on Terramar after converting some models by hand (trees, pits, stands, and tower):
Screenshot 2026-09-12 082642.jpg
Screenshot 2026-09-12 082723.jpg
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Kmaster
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Re: Evo to MTM2 Track converter

Post by Kmaster »

thanks for all the feedback guys! v_ models are vegetation models before proper re-scalation for MTM2 standards. they are leftovers and won't appear in future builds. A new version of the converter is coming soon

Nice work with the Oops track RuDeE, looking real good. Love to see new stuff for MTM2!
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Re: Evo to MTM2 Track converter

Post by Kmaster »

updated https://juanputrerasm.github.io/JSMTM2Converter/
I also added an experimental truck converter. but I constantly get errors after I accelerate and the trucks feels like driving a boat. the suspension setup is not quite right
And for the track converter I added a terrain slider/multiplier.
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Re: Evo to MTM2 Track converter

Post by OG_RuDeE »

Tried a couple conversions really quick just now. Looks like fps is back up and things are looking good! Thanks, Kmaster.
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

About the Truck converter
This was a hidden feature of older MTM2Converter builds that i'm making public now. The truck looks great in the latest build, but the trucks still have funky suspension and I get an error after a while.
This is how the converter looks when it detects a POD file with trucks on it.
Captura de pantalla 2026-09-14 a la(s) 5.30.42 p.m..jpg
This is how it looks in TruckViewer. interestingly, I picked the D22 because that was the first pickup truck that I bought years ago. Great truck and extremely reliable with the 2.5 diesel.
Captura de pantalla 2026-09-14 a la(s) 5.31.22 p.m..jpg
Driver checkin garage view
Captura de pantalla 2026-09-14 a la(s) 5.34.06 p.m..jpg
In game looks great
Captura de pantalla 2026-09-14 a la(s) 6.02.34 p.m..jpg
But after a while I get this error. I'm not sure this is because of the axle-axlebar-driveshaft setup issue or an engine issue regarding the evo model conversion.
Captura de pantalla 2026-09-14 a la(s) 6.03.04 p.m..jpg
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

I also forgot to mention that MTM2Converter has a direct preview feature that sends the generated POD file (inside the browsers filesystem) data to either JSTruckViewer or JSTrackViewer, if and ONLY if all three webpages (Converter, track viewer and truck viewer) exists in the same domain as in /JSMTM2Converter (and they have the same parent path). So it works locally and on github pages but I can't guarantee it's going to work in MTM2.com. Wish it could be easier but that how CORS same domain policy works, and all modern browsers implement this. All in the name of your safety.
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Re: Evo to MTM2 Track & Truck converter

Post by Fila »

I'll get around to looking at this when I have a chance.

Side note: Do the evo 2 tracks have even more models than the conversions have right now? Or you guys just maxing it up to see how it behaves? :D
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Re: Evo to MTM2 Track & Truck converter

Post by Fila »

Also Rudee, I tested snake river. All the models pass except for the bridge, it gets rejected.
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Re: Evo to MTM2 Track & Truck converter

Post by OG_RuDeE »

I added a couple of faces to that model. Maybe that's why. Good to know the other models are passing, but as I mentioned I had to open a lot of them with BE and save from there for the normal map to start showing. I also did that with the bridge.

For Evo 2 maps, I believe they have more than max models because of the vegetation. Kmaster's tool cuts out trees until the track's total objects satisfy the MTM2 model limit.
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Re: Evo to MTM2 Track & Truck converter

Post by Fila »

I'm going to try and help after the AI truck work so that the conversions get fully accepted.
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Re: Evo to MTM2 Track & Truck converter

Post by Kmaster »

JSMTM2Converter v0.8.0
Captura de pantalla 2026-09-25 a la(s) 1.04.08 a.m..jpg
Captura de pantalla 2026-09-25 a la(s) 1.02.54 a.m..jpg
Changelog:

Track converter
  • New option "Seat models where they rest" (on by default): a model whose own underside touches the terrain is anchored where it touches, so Deja Voodoo's gorge bridge meets both rims and its two segments line up (the old step was 35 units). Turn it off to keep every other object on the ground under its centre.
  • Bridges no longer tear apart: bridge decks, trusses and towers that hang over a gap now follow the pieces that hold them up, instead of being placed against the valley floor beneath them. OOPS Terramar's bridge was torn by 59 units; it now holds within about 2 ft end to end.
  • Bridge decks sit on their banks: Terramar's deck was 55 units above its banks and stock El Norte's bridge 67 ft; both are now seated as in Evo.
  • Rotated models measured correctly: upside-down or tipped pieces (like Terramar's upper guard rails) are now measured exactly as they are drawn when working out what rests on what.
Truck converter
  • Truck ride height: converted bodies are re-centred vertically, because Evo measures a vehicle from its underside and MTM2 from its middle. The centre of mass no longer sits down at axle height, so trucks stop wallowing and flipping; the wheels, scrape points and lights move with the body.
  • Axle bars and driveshaft: now drawn in the right place, using offsets measured from stock trucks, instead of being pushed out of range (which crossed them).
https://juanputrerasm.github.io/JSMTM2Converter/
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