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The model viewer

Select any .BIN and it is drawn on the right. Drag to rotate, and:

KeyDoes
Ttextured
Fflat
Wwireframe
Vshow the vertices

A textured model drawn in the preview panel beside the file list

Textures resolve the way the game resolves them

The pod you are editing first — so your work in progress wins — then everything else in your load order, first match taken. That is what the engine does when it opens a file, and doing anything less leaves perfectly good models previewing untextured, which looks like a decoder fault and is not.

Three ordinary situations need it:

For this to work, C-POD has to know where your game is: Game → Locate MTM2 Folder.

Finding the one that is wrong

Right-click a model → Textures lists every texture the model names and which pod each one actually came from. That is how you find the typo in a model that renders untextured in the game: the list shows the others resolving from somewhere sensible and the broken one resolving from nowhere.

The texture list, showing each texture the model names and the pod it resolved from

Renaming a texture from that list rewrites the name inside the model. The record is a fixed-width field, so the model's length never changes and the pod saves as a patch rather than a rebuild. This is how you retexture somebody else's mesh for your own art.

This page replaces the old Bin Texture Replacer page, with one correction. That page advised keeping texture names to eight characters, saying the game would recognise up to eleven. The shared cap across the engine, Traxx, BinEdit and C-POD is an 18-character stem — anyone following the old advice is limiting themselves for no reason. See Filenames and their limits.
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