Twisted D.I.R.T. Track-Making Knowledge
This guide consolidates track-making information preserved in the Twisted D.I.R.T. SMF forum and associated wiki tables. It focuses on Motocross Madness (MCM 1), Motocross Madness 2 (MCM 2), MX vs. ATV Unleashed (MVA), MX vs. ATV Reflex, and the smaller amount of MX Simulator material in the archive.
The material is historical. Many download links and Windows installation paths are old, and several tools were written for 32-bit Windows, DirectX 8/9, or obsolete versions of 3ds Max. Treat numeric values identified as experimental as starting points, not definitive specifications. Keep an untouched copy of every project before converting, packing, or importing it.
Quick comparison
| Game | Terrain approach | Main editor/compiler | Finished or test package |
|---|---|---|---|
| MCM 1 | Grayscale displacement map plus separately compiled terrain and spline | Built-in SX block editor; Rainbow command-line tools and community utilities for nationals | Several loose files, including .ter, .dat, .scn, textures, and a sky cube |
| MCM 2 | Usually a 257×257 grayscale displacement map; larger/Hi-Def techniques appeared later | Armadillo, APM, Dillo Too, paint and rendering tools | One .env |
| MVA | Tiled terrain, normally 257×257 per tile; 513×513 and higher-precision workflows are possible | Rainbow Unleashed Editor, Unleashed Too/UE2, POV Injector | .pak user track |
| Reflex | 1024×1024 SX or 2048×2048 National terrain plus several masks and surface maps | Reflex Track Compiler, then Digital Earthworks (DE) | Four beta-slot files: .level, .scene, .database, and .package |
| MX Simulator | 1025×1025 or 2049×2049 blank-track terrain in the archived starter pack | In-game editor enabled with --editor; text editor for track files |
A track folder in the MX Simulator personal folder |
General workflow that applies across the games
- Establish the intended physical scale before drawing jumps. Changing grid or elevation scale late can invalidate splines, object heights, shadows, and AI.
- Build and test a simple terrain first. Do not add hundreds of objects before confirming that a minimally packaged track loads.
- Keep terrain, texture, shadow, spline, and object work in separate source layers or files.
- Make a copy before every destructive conversion. Several utilities overwrite their output or modify a package in place.
- Test after each subsystem is added: terrain, surface textures, spline/activity, start gate, objects, vegetation, zones, and final packaging.
- Use conservative filenames. Avoid spaces and punctuation when an old tool or game rejects a file without a useful error.
- Preserve the editable project as well as the distributed package. Extracting a useful displacement map from a released package may be difficult or impossible with public tools.
Height-map precision
An 8-bit grayscale height map has only 256 possible elevations. That is usually adequate for MCM 1/MCM 2 terrain at their original resolution, but enlarging such a map for Reflex produces visible elevation steps. Blurring can hide the steps but also rounds jump faces, lips, and berms.
For a conversion:
- Enlarge the source map without repeatedly resampling it.
- Convert or reconstruct it in a terrain tool that preserves more than 8-bit height precision.
- Smooth broad elevation separately from the jump layer.
- Inspect the result in 3D before compiling.
- Keep a different, softly blurred copy for rendering shadows; do not blur the actual terrain merely to improve a rendered texture.
The archived View Disp Map utility was made specifically to preview, smooth, and save an enlarged MCM 2 map in the higher-precision RGB representation expected by Reflex. Leveller was another recommended option. See View Disp Map Utility.
Motocross Madness (MCM 1)
Track structure
MCM 1 national tracks were not bundled into the single .env used by MCM 2. The forum’s historical description identifies this working set:
- A displacement-map
.tga. - A compiled
.terterrain. - A
.datspline. - A
.scnscene/configuration file. - A
.cubsky cube. - A
.tgatrack-selection image.
The remembered national workflow used tga2asc.exe and maketerr.exe to turn the displacement map into terrain, plus an MCM spline editor for the .dat. An existing .scn could be copied and edited to change the track name, sky cube, and grid area. This account was written from memory, so verify exact command syntax against the archived Rainbow instructions. See messages 1794 and 1929 in Questions for the T.D. crew.
Supercross versus nationals
- Supercross creation began with the game’s block-based track editor. Community plug-ins added new track pieces.
- Nationals required the external terrain/spline pipeline and more manual file management.
- ASCEdit could derive a displacement map from a completed MCM 1 SX layout. This was used to turn block-editor concepts into natural terrain.
- A 3ds Max plug-in was also used in an early workflow to export a spline.
This makes the SX editor useful as a layout sketcher even when the eventual goal is a terrain-based national.
Terrain and textures
- The displacement map is grayscale: dark is low and light is high.
- Work from large, clean source layers even when the final game map is small.
- Separate broad elevation, jumps, berms, and surface noise so they can be adjusted independently.
- Paint or render a texture that visually explains the terrain. Shadows and changes in dirt tone are important because the low-resolution terrain can otherwise be hard to read at speed.
Models and skins
The forum recalls MCM 1 bike models as editable .slt text. Changing a model meant modifying numeric data and repeatedly testing it. Bike and rider skins used TGA images. This was workable but error-prone; keep a known-good model and change one section at a time.
MCM 1 tips
- Start with the official sample files and alter only names and paths necessary for the first test.
- Confirm that
.ter,.dat,.scn,.cub, and the preview image all use mutually consistent names. - If a track made for MCM 1 is being converted, do not expect an
.env; that is the MCM 2 container. makecubwas the referenced sky-cube utility. The forum pointed users toward the archived Rainbow MCM 1 tool set in Anyone have makecub?.
Motocross Madness 2 (MCM 2)
Core files and tools
.prj: editable Armadillo/Dillo project..env: packed, playable track..scn: scene data, including object references and placement-related information..slt: custom model..tga: terrain, texture, object skin, or other raster asset, depending on context..cub: sky cube.- Armadillo: the standard track editor.
- Armadillo Project Manager (APM): prepares projects and scene references for custom objects and other additions.
- Dillo Too: the community editor used for improved object placement, splines, shadows, animations, MX Unleashed resources, and other advanced work.
Recommended project sequence
- Install the track editor in a short path such as
C:\MCM2\TrackEditor. Forum users reported that installing there was important for custom-object support; moving an existing installation was not equivalent to installing it there. - Create the project and set grid/elevation strength before detailed work.
- Import the displacement map.
- Establish the spline and verify the course direction.
- Add base textures and test the track.
- Put custom
.sltmodels and their textures in the appropriateUserModelslocation. - Run the project through APM before packing a custom-object track.
- Use Dillo Too for advanced placement, alignment, scene work, and shadow generation.
- Pack to
.env, test, and keep the.prjand source images.
The path and APM advice appears in Using Custom Objects and Custom objects question.
Displacement-map construction
The common MCM 2 map is 257×257. A practical layered setup is:
- Base gray or broad terrain.
- Elevation layer.
- Jumps and berms.
- Ruts/braking bumps.
- Perimeter transition.
When placing jumps on an existing hill, the forum repeatedly recommends a lightening blend such as Photoshop’s Screen mode. This adds the jump’s height to the hill instead of replacing the hill with the jump layer’s absolute gray values.
Avoid excessive Gaussian blur on the final map. It can remove stair-stepping, but it also destroys deliberate lips. If you need smoother natural terrain, build the large-scale elevation in Leveller or another 3D terrain tool and composite the jump layer afterward.
Texture and shadow workflow
MCM 2 generally uses a rendered top-down texture rather than Reflex’s close-range layered surface system.
A strong workflow from the forum is:
- Paint a clean, shadow-free base texture with on-track dirt, off-track terrain, grass, and visual edges.
- Render terrain shadows with POV-Ray, Terragen, Bryce, or 3ds Max.
- If the 257×257 terrain makes the rendered shadow blocky, enlarge and slightly blur a copy of the displacement map for the render only.
- Render a grayscale shadow pass, blur it carefully if required, then apply it to the base texture with a darkening blend such as Multiply.
- Hand-accent tiny braking bumps or ruts that the renderer cannot resolve.
- Match the sky cube’s sun direction and elevation to the rendered shadows.
One post suggests that a 257-pixel displacement map enlarged directly to a 1600-pixel texture makes each source pixel roughly 6×6 pixels, producing poor shadows unless a separate smoother render map is used. See Pov-Ray and PovRay Help.
Custom objects
- Export a model to
.sltwith the period-correct 3ds Max exporter commonly called Unibastard. MilkShape was another route, although imported models could crash during export. - Use APM so Armadillo’s project and scene contain the required custom-object references.
- A model’s axis matters. Dillo Too can place bales along a spline, but an incorrectly oriented model may appear rotated 90 degrees.
- One-sided polygons disappear when viewed from the back. Reverse the face winding or add the needed back face.
- Keep model and texture names simple. Punctuation and inconsistent internal names caused packing errors.
- For keyed transparency, the archive refers to pure magenta/purple in a 24-bit TGA.
- For partial transparency, one documented MCM 2 method uses a 32-bit TGA with an alpha channel and
TextureFormat=4444in the.slt.
See Transparent objects, Object placement 90 degrees off, and Trouble with custom objects.
Dillo Too details and pitfalls
- Dillo Too added whole-spline movement and rotation, finer object movement, automatic terrain alignment, and improved vehicle-path tools.
- The scene can be exported before revising a displacement map so object positions are not lost.
- Dillo Too’s perimeter shadow rendering is limited because one repeated perimeter texture is used on many tiles. Only objects in the chosen source perimeter tile should contribute; otherwise the same shadow would appear on every repeated tile.
- If an apparently valid pack suddenly becomes truncated or crashes, confirm that there is enough free disk space.
- When changing grid size, save, exit, reopen, and only then continue spline work. Several users associated changing scale mid-session with corrupt or unusable projects.
See New Dillo Too release, Dillo Too 0.97, and Dillo Too shadow.
MX vs. ATV Unleashed (MVA)
Toolchain
- Rainbow’s Unleashed Editor: the official starting point for a project, terrain, activities, spline, and packaging.
- Unleashed Too/UE2: advanced editing of terrain tiles, splines, objects, scene files, and packaged assets.
- POV Injector: inserts higher-precision, POV-style displacement maps directly into an MVA project.
- SLTtoDXG: converts MCM 2 custom objects for MVA.
- MultiEx: used by advanced authors to inspect or alter package contents not exposed by the editor.
- MVA Track Map Bug Fixer: repairs a naming collision that causes multiple user tracks to share the wrong minimap.
Important MVA formats
.pak: distributed user-track or asset package..trn: terrain..tdf: spline-related data encountered by UE2..scn: scene..toy: object/placement-related data editable in UE2..dxg: model geometry..dxt: texture..dxm: material/model-support data..col: collision..pco: physical/collision properties used by converted models.models.lib: model-library entries used by editors..tile: UE2 terrain-tile interchange file..mot: spline/path motion data, including vehicle paths.
Tiled terrain
MVA terrain is assembled from tiles. A normal tile displacement map is 257×257. UE2 eventually supported 2×2 through 7×7 terrains, cut-and-paste between tile positions, and importing a displacement map into an individual tile.
For a multi-tile source:
- Divide the master map with a one-pixel overlap so adjacent 257×257 tiles share the same border samples.
- Do not independently blur or rescale the tiles after cutting them.
- Check seams in game, not only in a preview.
- Repeated perimeter tiles must be designed so their outer borders join plausibly.
- Use UE2’s tile export/import to duplicate a prepared tile, but keep the master terrain as the authoritative source.
Visible cracks are usually a border mismatch. A weld function can hide the visible seam, but fixing the source samples is safer. See Disp Map Gaps.
Hi-Def and higher-precision terrain
Two archived approaches extend the stock workflow:
- Build a 513×513 Hi-Def
.trnthrough the MCM 2 editor and import it with UE2. - Use POV Injector to place a red/blue higher-precision displacement TGA directly into an MVA project.
The second route allows terrain from Leveller, World Machine, Terragen, or a similar tool without reducing it to a conventional 8-bit grayscale map first. The colors are an encoding of height, not a texture to be viewed as conventional grayscale. See Something for track makers / POV Injector.
Splines, activities, and minimaps
- A spline is required before generating a useful minimap.
- If a spline is built over a composite representation of several tiles, import it into UE2 and move/scale it into the actual tile coordinates.
- UE2 maintains both an overall spline offset and point data; a wrong offset can place a valid spline far from the track.
- AI node speed and preload/braking settings require extensive in-game testing. Stock-like AI behavior was difficult to reproduce.
- The editor could reset grid scale after visiting the activity/spline interface. Objects then appeared to float because the project was being interpreted at the default scale. Reapply the correct scale before saving or placing more objects.
The Track Map Bug Fixer appends .bak to the original package before changing it. It fixes the case where the second and later uncorrected tracks display another track’s minimap; it does not create a missing map for a track with no valid spline. See MVA Track Map Bug Fixer.
Friction maps
UE2’s documented import expects a 257×257, 4-bit indexed BMP with a 16-color palette. Select the terrain tile, switch to the zone/friction-map view, then import. If the selected tile is reused, its friction map is reused as well. Test every tile because authors reported inverted or unexpected behavior in some older tool versions. See Friction map.
Custom objects
For UE2, place either a prepared .pak or the individual .dxg, .dxt, .dxm, and .col files in:
%MVA%\Media\CustomModels
Converted MCM 2 objects follow this broad sequence:
- Convert
.sltgeometry and texture references with SLTtoDXG. - Generate collision or supply a separate collision model.
- Generate
.pcodata when needed. - Pack the output and place it in
Media\CustomModels. - Add the generated library extract to
models.lib. - Put generated
.pcofiles inMedia\pco. - Verify both visibility and collision before duplicating the object.
The converter’s automatic collision may not fit every model; a reduced collision mesh was used for bales. Incorrect collision or a missing generated collision can create ride-through objects. See SLTtoDXG converter and UE2 release.
MVA troubleshooting
- Save
.pakfiles without spaces when diagnosing unexplained crashes. - If a track works in the editor’s test mode but not in a race, it may be missing files required by that activity. Test Free Ride first.
- If modifying
common.pak, restore it before applying an official patch. - A sky cube, custom object, or bad tile can crash the whole package. Remove the newest asset and add it back last.
- Create a fresh UE2 session when repeated tile imports produce a package that crashes.
- Keep the editor’s grid scale written down and recheck it after spline/activity work.
MX vs. ATV Reflex
Compiler versus editor
The original Reflex Track Compiler is a compiler, not a visual terrain editor. It reads a text track-definition file with a .track extension and compiles the referenced images and settings. Digital Earthworks later supplied visual editing, object placement, activities, water, ecosystems, stock texture selection, and splines.
Always save the .track definition before compiling: the compiler reads the saved file, not unsaved text displayed in its project pane. A useful first test is to compile the default definition to a beta slot and confirm that the flat track loads. See Reflex compiler v1.
Terrain resolution and scale
- Supercross: 1024×1024.
- National: 2048×2048.
- The displacement input is an RGB bitmap containing higher-precision height values, not merely an enlarged 8-bit grayscale MCM map.
- For real-world layout work, forum authors commonly treated one pixel as approximately one foot, but the actual DE/compiler scale must be tested with the bike and known objects.
When importing Leveller terrain into DE, model it at the desired final height and use a scale of 1 where possible. Large compensating scale values magnify noise and make smoothing harder. DE itself does not smooth a displacement map.
Required surface and control maps
Top-down texture
The top-down image is the distant rendered appearance of the terrain. It also contributes to some closer views, but Reflex’s nearby surface is primarily the layered dirt textures selected by the mask map.
- 1024×1024 for SX.
- 2048×2048 for National.
- Use subtler, more consistent lighting than on an MCM 2 rendered texture. Strong baked shadows can fight Reflex’s dynamic and layered surface shading.
Create Topdown reads the .track definition, its base/R/G/B overlay textures, and the mask map, then builds a blended top-down BMP. It overwrites an output named from the mask map with _Topdown appended. Keep a backup. The utility reads BMPs and ignores an alpha channel on its output input; the compiler and other maps may still require extended BMP alpha data. See Create Topdown.
Mask map / detail mask
The mask map chooses the close-range surface:
- Black/no RGB channel: base overlay.
- Red: R overlay.
- Green: G overlay.
- Blue: B overlay.
- Intermediate channel values blend surfaces.
A common setup is base dirt, alternate dirt on red, grass on blue, and rock or alternate off-track terrain on green. Blue and green can be mixed, for example, to blend grass and leaves.
The alpha channel was found to control a wet or reflective appearance: black is matte/dry and lighter values increase shine. This was still being investigated in the archive, and behavior differed between compiler/editor versions.
Dirt and bump textures
There are four overlay textures—base, R, G, and B—and a corresponding bump texture for each. Typical source sizes are 512×512 or 1024×1024. The overlay’s alpha affects blending.
Do not bake all close-up ruts and shadows into the top-down map. Reflex layers tiling surface and bump textures around the rider; the top-down image becomes dominant in the distance. A beautiful MCM-style render can therefore look inconsistent when used unchanged in Reflex.
ChromLum map
- 1024×1024 for SX.
- 2048×2048 for National.
- Main RGB image: broad tint or illumination color.
- Alpha: lighting/luminance influence.
The archive recommends beginning the alpha as 50% gray, then adding controlled terrain highlights, darker track/tire paths, and environmental variation. Build it as layers, save the layered source, flatten a copy, and paste that into the BMP alpha channel. Use restrained colors in the RGB image; saturated colors tint the whole scene unnaturally.
The documentation describes this behavior as partly inferred. Test changes in game rather than treating the map name as a complete specification.
Softness/definition map
- 1024×1024 for SX.
- 2048×2048 for National.
Archived testing assigns:
- Red: deformation speed; 0 disables/slows and 255 deforms quickly.
- Green: deformation depth; 0 is none and 255 is deepest.
- Blue: buildup around the tire path; 0 is none and 255 is strongest.
- Alpha: later notes say 0 turns deformation off; no alpha may default to white.
For useful corner ruts, the suggested experiment is high green and blue in the turn but a mid-gray red value around 129. A very high red value can make the corner behave like rapidly destroyed sand.
Shadow mask
- 1024×1024 for SX.
- 2048×2048 for National.
The wiki explicitly says the exact behavior was unconfirmed. Its temporary recommendation was a copy or simple render of the displacement map. Treat this as experimental.
Four zone maps
- 512×512 for SX.
- 1024×1024 for National.
- Indexed BMPs using a 16-color palette; the maps use four or eight palette entries depending on the zone.
The archive’s working interpretation is:
| Zone | Approximate role |
|---|---|
| 1 | Slip/reset |
| 2 | Drag or power loss |
| 3 | Particles |
| 4 | Surface sounds |
The precise palette-to-effect mapping changed or depended on the chosen stock track set in later compiler versions. Forum posts warn that Zone 1 and 2 appeared more game-global while Zone 3 and 4 varied with DLC/track data. Use known sample maps from the same compiler/tool version and alter one palette value at a time.
Extended BMP alpha
Several Reflex maps require BMP files with alpha channels. Photoshop and GIMP were reported to support the needed extended format; Paint Shop Pro did not reliably do so by itself. DXTBmp was recommended as a bridge:
- Open or drag the BMP into DXTBmp.
- Export the main image or alpha to the chosen paint program.
- Edit it.
- Reimport it through DXTBmp and save the extended BMP.
Saving an ordinary BMP from a paint program can silently discard alpha. Verify the alpha after every conversion.
Digital Earthworks workflow
- Install the required DirectX 9 runtime and legacy Nvidia PhysX runtime.
- Confirm DE finds the Reflex installation and can list stock models.
- Import the displacement and required maps.
- Save a compiler
.trackfile. - Export a simple Free Ride beta and test it.
- Add a grouped start/drop-gate assembly.
- Build and validate the activity spline.
- Export to the chosen SX or National beta slot and test.
- Add objects and ecosystems in small batches.
- Package the four beta files for distribution.
If DE cannot find the game, stock objects may be missing and beta export may go to the wrong place. Historical versions saved a ReflexRootPath under:
HKEY_CURRENT_USER\Software\Strawberry\DigitalEarthworks\options
Registry editing is risky and should be a last resort. Prefer the latest archived DE build and normal application settings. See Digital Earthworks with splines.
Reflex splines
Digital Earthworks’ later spline support made custom tracks raceable online. Key rules preserved in the support thread are:
- The outside pair of lines defines the reset boundary.
- The next pair inward constrains the AI and carries the finish-line width.
- The center line is the rider respawn path.
- Surround the complete start gate, including space behind it.
- Put the start line one node into the spline, not on its extreme edge.
- A funnel needs at least two nodes before joining the main loop.
- Disconnected sections or accidental single nodes appear as squares; merge the sections around the selected node.
- Use right-drag to move a node without accidentally creating another.
- Add enough nodes that a crash cannot respawn the rider far ahead.
- The finish line must span the appropriate inner boundary lines.
- Use a grouped start gate because the functional gate has a structure and a separate drop-gate object.
A track that compiles but crashes near the end of loading can still have an invalid or temperamental spline. Rebuild the smallest suspect section and test before changing textures or objects.
Beta slots and sharing
The original system provided eight Free Ride beta slots; later support added eight SX and eight National slots plus an updated leaderboard file. A track compiled into an uninstalled slot can crash Reflex.
To share a Free Ride beta, distribute:
Beta_Track_Slot_X.dx9.levelBeta_Track_Slot_X.dx9.sceneBeta_Track_Slot_X.dx9.databaseBeta_Track_Slot_X.dx9.package
The receiving user copies them into the Reflex Database folder and needs the matching beta-slot DLC definitions. DE’s release track function was never completed; the forum’s practical release workflow remained “export as beta, zip the four files.” See Compiler sharing and Digital Earthworks with splines.
Reflex custom objects
The archived community pipeline is:
- Model in Blender, 3ds Max, or another package.
- Export Collada
.dae. - Convert the mesh with Reflex Surface Creator.
- Define and compile the library with Reflex Custom Model Library Maker.
- Use a
.liblisttext file to preserve library inputs. - Load/place the library’s objects in Digital Earthworks.
Collada was preferred over OBJ because it can preserve more scene information, including vertex-related data needed by the conversion process. Collision can use the visual mesh or a separate simpler mesh. A bad or missing collision build produces an object that can be ridden through. See Reflex Surface Creator and Custom Model Library Maker.
Reflex troubleshooting
- Green/incorrect terrain: confirm that the displacement is in the displacement slot, the top-down is in its own slot, and every map has the expected 24/32-bit format.
- No objects in DE: verify the Reflex installation path, model-library database, PhysX, and DE plug-ins.
- Saving track fileset hangs/fails: save the compiler
.trackfirst, ensure the destination is writable, try running the period tool as administrator, and verify the game path. - Large object count fails randomly: disable DE’s experimental multithreading and test again.
- Track appears unchanged: confirm the selected beta slot and that the new four files replaced the files for that slot.
- Empty beta slot crashes: this is expected in the archived beta-slot implementation.
- Very reflective terrain: inspect the mask-map alpha; use black for a dry/matte starting point.
- Tree/object crashes: remove normal tree objects and try a proper ecosystem; add environmental systems after the spline and base track work.
MX Simulator
The MX Simulator wiki is much smaller than the other sources, but it preserves a basic starting workflow.
Enable the editor
- Find
mx.exeor a snapshot executable in the MX Simulator installation. - Create a shortcut.
- Add a space followed by
--editorafter the quoted executable path in the shortcut target. - Start the game through that shortcut.
- Load a track and press Tab to enter the editor. Tab also cycles views.
Leaving this switch enabled was reported not to interfere with ordinary or online racing.
Start a blank track
The archived Twisted D.I.R.T. blank pack contained:
- A 1025×1025 track for smaller layouts such as supercross.
- A 2049×2049 track for larger national layouts; it uses roughly four times the terrain memory of the smaller version.
Copy the blank track before editing it. Put the copy in the MX Simulator personal folder, historically:
C:\Users\<you>\AppData\Local\MX Simulator
Use a name without spaces or special punctuation such as @ or $; periods and underscores were suggested. Load the copied track in a new race and press Tab to edit. Notepad++ was recommended for its text files.
Sources: mxswikka_pages.enableingtheMXSeditor, mxswikka_pages.STARTINGANEWBLANKTRACK, and mxswikka_pages.personalfolder in the SQL dump.
Tool reference
| Tool | Primary use | Important caveat |
|---|---|---|
| ASCEdit | MCM 1 utilities; derive a displacement map from an SX layout | Historical tool with limited current documentation |
tga2asc / maketerr |
MCM 1 national terrain compilation | Use the archived Rainbow instructions for exact syntax |
| MCM Spline Editor | Builds the MCM 1 .dat course spline |
Keep spline and scene names consistent |
makecub |
MCM 1 sky-cube creation | Period image formats and face orientation matter |
| Armadillo | Main MCM 2 editor | Set scale early; old path assumptions affect custom models |
| APM | Prepares MCM 2 projects for custom assets | Run before final packing and use conservative names |
| Dillo Too | Advanced MCM 2 editing, splines, objects, shadows, animation | Repeated perimeter tiles limit correct object shadows |
| Leveller | Higher-precision 3D terrain authoring | Preserve high precision through export; do not reduce to 8-bit prematurely |
| POV-Ray | Render MCM textures/shadows; source of higher-precision terrain encoding | Modern versions removed/changed an old smooth directive |
| Terragen/Bryce/3ds Max | Terrain visualization and rendered textures/skies | Match rendered sun to the game sky; keep a separate render map |
| Unleashed Editor | Official MVA project/activity editor | Scale can reset during activity work |
| UE2 / Unleashed Too | Advanced MVA tiles, spline, objects, and package editing | Treat it as an expert tool and keep backups |
| POV Injector | Higher-precision terrain into an MVA project | Uses encoded red/blue-style TGA height data |
| SLTtoDXG | Converts MCM 2 models to MVA | Review collision and generated library entries |
| MVA Track Map Bug Fixer | Repairs duplicate/wrong minimaps | Requires an existing valid spline/minimap and creates .bak |
| Reflex Track Compiler | Compiles .track definitions |
It is not a visual editor and reads the saved definition |
| Digital Earthworks | Reflex visual terrain, object, ecosystem, water, and spline editing | Requires legacy DirectX/PhysX components |
| View Disp Map | Preview/smooth converted terrain for Reflex | Preserve the unsmoothed source |
| Create Topdown | Builds Reflex top-down texture from mask and overlays | Overwrites its named output and only reads the expected bitmap workflow |
| DXTBmp | Maintains an alpha channel in extended BMP files | Verify alpha after round-tripping through another editor |
| Reflex Surface Creator | Converts Collada geometry to a Reflex-compatible surface | Clean transforms, axes, and mesh topology before conversion |
| Reflex Lib Maker | Builds a custom Reflex object library from .liblist data |
Test a separate collision mesh when visual-mesh collision is unsuitable |
File-format reference
| Extension/file | Game | Purpose |
|---|---|---|
.tga |
MCM 1, MCM 2, MVA tools | Displacement, texture, skin, preview, or encoded height input depending on workflow |
.ter |
MCM 1 | Compiled terrain |
.dat |
MCM 1 | Track spline |
.scn |
MCM 1, MCM 2, MVA | Scene/configuration data; details differ by game |
.cub |
MCM 1, MCM 2, MVA | Sky cube |
.prj |
MCM 2 | Editable project |
.env |
MCM 2 | Packed playable track |
.slt |
MCM 1, MCM 2 | Model geometry/material data |
.pak |
MVA | Packed user track or custom asset package |
.trn |
MVA | Terrain |
.tdf |
MVA tools | Spline/track-definition data used by UE2 workflows |
.dxg |
MVA | Model geometry |
.dxt |
MVA | Model/surface texture |
.dxm |
MVA | Model/material support data |
.col |
MVA | Collision model |
.pco |
MVA | Physical/collision properties |
.toy |
MVA | Object/scene-related definition editable in UE2 |
.mot |
MVA | Motion/path data |
.tile |
MVA/UE2 | Interchange file for a terrain tile |
.track |
Reflex | Text project/compile definition |
.bmp |
MVA, Reflex | Terrain and control maps; exact bit depth, alpha, and palette matter |
.psd |
Source work | Layered paint source; do not assume every compiler/helper reads it |
.dae |
Reflex object pipeline | Collada model interchange |
.liblist |
Reflex object pipeline | Text definition for compiling a model library |
.level, .scene, .database, .package |
Reflex | The four files distributed for a beta-slot track |
Selected source index
Broad history and game differences
- Questions for the T.D. crew — MCM 1 and MCM 2 origins and formats
- National Tracks — MCM 2 terrain, APM, texture, and object advice
MCM 2
- Dillo Too 0.97 release
- Bumpmapping Tutorial
- Advanced displacement mapping with Leveller
- Using custom objects
MVA
- Unleashed Editor Too first release
- UE2 updated release
- Multiple-tile process
- SLTtoDXG custom-object converter
Reflex
- Reflex compiler v1
- Create Topdown
- Digital Earthworks with splines, objects, and water
- Reflex Surface Creator
- Reflex Custom Model Library Maker
Wiki records used
The Reflex section also consolidates the current wikka_pages records named GettingStarted, DisplacementMaps, ReflexTrackCompilerOverview, ReflexTrackCompilerInstallation, ReflexTrackCompilerSharing, ReflexTrackCompilerTipTricks, TopdownTexture, MaskMapTexture, ChromLumTexture, JvdlChromLum, SoftnessMapTexture, ShadowMask, DirtTextures, ZoneFiles, and CreateTopdown.
The MX Simulator section uses the current mxswikka_pages records named enableingtheMXSeditor, STARTINGANEWBLANKTRACK, and personalfolder.
Editorial notes
- Forum advice that was contradicted by later testing is described as experimental or version-dependent.
- Email addresses, IP addresses, account details, and unrelated private/team discussions were excluded.
- Source links use the requested archive prefix:
https://bruceatkinson.com/dirttwister/smf. - The SQL dump itself was not modified.
