Tool documentation

Practical guides for preserved track-making and game-modification tools.

SLTtoDXG 1.22

Download: SLTtoDXG_v122.zip
Game: MX vs ATV Unleashed
Purpose: Convert MCM2 Soultree models and TGA textures to MVA geometry/material/texture/collision resources.

The user-supplied .izp spelling was a typo; the preserved archive is .zip. Keep SLTtoDXG.exe, d3dx8d.dll, and s2dhelp.dll together.

Outputs

Depending on the selected options, the converter can produce:

  • .dxg geometry;
  • .dxt texture;
  • .dxm material;
  • static .col collision;
  • .pco physics definition;
  • Model LIB entries;
  • MyModels.pak;
  • optionally an SLT.

It can batch-convert several SLT/SLB/PSG files selected in one Open dialog.

Conversion workflow

  1. Put every source .slt beside its referenced .tga.
  2. Start SLTtoDXG and choose output options.
  3. Use a prefix such as td_ to avoid collisions with stock/community names. Geometry and texture prefixes can differ, but all generated references must remain consistent.
  4. Select a replacement color for MCM2's transparent pink/keyed pixels.
  5. For ordinary scenery, create DXG, DXM, DXT, COL, and LIB output.
  6. Generate PCO only when the object should have physics/movement. The default PCO values came from a single bale and are not suitable for every object.
  7. Adjust COL Scale when collision should be smaller than the visible mesh; stock-style bales often use about 80 percent.
  8. Review the log and test every object in MVA.

Installing output

For UE2, place MyModels.pak or the individual DXG/DXT/DXM/COL files in <MVA>\Media\CustomModels. If using individual files or the Rainbow editor, append the generated lines to the appropriate model.lib as required by that workflow.

PCO files belong in <MVA>\Media\PCO. The PCO filename and the name= inside its [PhysicsPart1] section must be coherent with the model/library naming.

Collision and physics warnings

  • The generated COL is the static *f.COL form. The development release did not understand/generate the different moving-object *m.COL format.
  • A missing/bad COL creates a ride-through object.
  • A bale-based PCO can make a large or light-looking object jump or “explode” when touched. Do not generate/copy a PCO for static scenery.
  • Sharing one PCO among differently named models proved unreliable because MVA appears to use filename-root conventions in addition to explicit LIB fields. Prefer matching roots or test the complete PAK carefully.

Preparing source SLTs

Use 3ds Max 3.1 with Unibastard, or export 3DS from another Max version, import it into MilkShape 3D, and use the MCM2 SLT exporter. Clean transforms, materials, texture paths, and orientation before conversion.

Sources