Converting from Monster Truck Madness 2 to Re-Volt by BurnRubr 

This tutorial is a quick guide in converting trucks from Monster Truck Madness 2 to Re-Volt

Re-Volt only uses the 1 bmp of a size of 256x256 pixels.
Because of that we need to reduce the used Mtm2 textures down to 1 for Re-Volt.

Needed Utilities
ZModeler  1.07       Web Site  http://www.zmodeler2.com/index.php?mode=downloads
WinPod            Download Link   http://cownap.com/~mtmg/downloads/mtm2/mdmre/Winpod.zip
Paint Shop Pro 4 or above           
Web Site   http://www.jasc.com/                                   
A Mtm2 truck pod             
               Get from the game Truck.pod
3DS Studio Max                              You must already have this 
Rvminis5                                       
Download Link   http://www.perror.de/rv/files/rvminis5.zip
Rvtmod7                                       
Download Link   http://www.perror.de/rv/files/rvtmod7.zip

Step 1 ---- Which Truck
Decide on what truck it is that you want to convert to Re-Volt.

The truck shown above is Samson
It is the one i will convert for this tutorial.
Step 2 ---- File extraction
You will need to extract all the files from the Truck2.pod  using
winpod.
Place winpod.exe in the same folder as your Truck2.pod.
winpod1.jpg (15578 bytes)
Double click the winpod.exe and the window above will come up
winpod2.jpg (7449 bytes)

Now click on the Open button.
winpod3.jpg (30332 bytes)
Now browse to your Truck2.pod.
winpod4.jpg (5803 bytes)
Press the open button.
WinPod will list all the files contained in the pod.
I find it easier to extract all the files from the pod.
Now press the extract button.
winpod5.jpg (4804 bytes)
Once you press the extract button.
The window shown below will pop up.
winpod6.jpg (32079 bytes)
Select the "Extract All Files" option.
Then press the extract button.
Then all the files in the Pod will be extracted to their correct folders.
These folders are called Art , Models and Truck.
These folders will be made in the same directory as the Truck2.pod.
You are now finished with winpod.
So you can exit the program as you do not need winpod any more.

Step 3-- Needed MTM2 Truck Files
Before I import the model into Zmodeler
I will copy the needed bin folders from the Models to Art folder so Zmodeler knows where the texture are
So first i will go to the extracted Truck folder and read the Samson.TRK file with notepad
This is so I know what bin files I need
The first 8 lines of the Samson.TRK file is below

MTM2 truckName
Samson
truckModelBaseName
samson
tireModelBaseName
wht
axleModelName
axle3.bin

truckModelBaseName tells me what truck model bin i need
So i will use the samson.BIN for the truck model
tireModelBaseName
This tells me i need the wht wheel model  so choose WHT16L.BIN and WHT16R.BIN
You use the 16 size wheel model
axleModelName
Shows I need the axle3.bin

So I will copy   samson.BIN axle3.bin WHT16L.BIN and WHT16R.BIN into the extracted Art folder

Step 4-- ZModeler
Now start Zmodeler
Browse to your extracted Art folder
Import the samson.BIN axle3.bin WHT16L.BIN and WHT16R.BIN
Just keep importing until all the 4 files are in Zmodeler

Now export this as a 3ds file into the extracted Art folder. I called mine samson.3ds
Check the Material Editor in Zmodeler for the used textures

Take a note of the textures used
Close Zmodeler as we are now finished with it

Step 5 -- 3DS MAX
I use a system units of Generic Units for display
But system units are set to Meters
Import the 3ds file from the extracted Art folder into 3ds max

Make sure the Convert units is unticked

You now end up with the model in 3ds max

However there are no textures assigned to it.

So we need to open the material editor

Select an empty material slot
Make sure you press the eye dropper
Now select the samson body model and use the eyedropper to get the materials

You now have the materials for the body in slot 1
Apply these material to the truck body

Now select material slot 2 and press the eye dropper
Now use the eye dropper and select the axle3 model
Then apply the texture to axle3 model
Once done choose material slot 3 and press the eye dropper
Now use the eye dropper and select the WHT16L.BIN and WHT16R.BIN models
Then apply the texture to the WHT16L.BIN and WHT16R.BIN models
You now have a fully textured model

However the rvtexmap tool will not accept the texture names used
SAVE your 3ds max file and close 3ds max

Step 6 -- Paint Shop Pro
Start Paint Shop Pro
Use the list of texture names you noted earlier and load the textures in Paint Shop Pro
Go to the extracted Art folder and load in the BMP files that Zmodeler made
I would load in the following textures for Samson
Samson1.BMP Samson2.BMP NEWAXLE.BMP 16WHL1.BMP 16WHL2.BMP  16WHL3.BMP
As rvtexmap only works with textures ending between 'a' and 'j'
I will rename my bmp files as follows

Samson1.BMP to Samson1A.BMP  Samson2.BMP to Samson2B.BMP
As NEWAXLE.BMP already ends in E then it is left as it is
16WHL1.BMP to 16WHL1A.BMP
16WHL2.BMP to 16WHL2B.BMP
16WHL3.BMP to 16WHL3C.BMP

SAVE these new bmp textures to your extracted Arts folder

While in Paint Shop Pro we will make up the single 256x256 texture needed for revolt
So start a new texture of 256x256 pixels
Now resize the Samson1A.BMP to 128x128 pixels
Then copy and paste this as a new selection to the top left hand corner of the 256x256 texture
Take note that the placement was at 0 0
Now resize the Samson2B.BMP to 128x128 pixels
Then copy and paste this as a new selection to the top right hand corner of the 256x256 texture
Take note that the placement was at 128 , 0
Now copy and paste the NEWAXLE.BMP to the 256x256 texture at 0 , 128
Now copy and paste the 16WHL1A.BMP to the 256x256 texture at   0  , 192
Now copy and paste the 16WHL2B.BMP to the 256x256 texture at   192 , 192
Now copy and paste the 16WHL3C.BMP to the 256x256 texture at   192 , 128
Now use colour replacer and replace RGB 0 0 0 with RGB 32 32 32
This stops the black being transparent in revolt
Save this new 256 x 256 texture as car.bmp
Resize the car.bmp to 128x128 pixels and save as car.bmq

Sample of the car.bmp resized to 128x128 and saved as car.bmq

Step 7 -- 3DS MAX AGAIN
Start 3ds max again and load in your saved 3ds max file of your truck that you saved earlier
Now we will assign the newly named texture material to the model
samson1.BMP becomes samson1A.BMP
samson2.BMP becomes samson2B.BMP
NEWAXLE.BMP stays as it is
16WHLL1.BMP becomes 16WHL1A.BMP
16WHL2.BMP becomes 16WHL2B.BMP
16WHL3.BMP becomes 16WHL3C.BMP

Once the material texture re-assignment is done it is time to scale the model
Select all the parts of the mesh and group them
Now apply a uniform xy scale of 3000 to the group.
After doing the scale select the group again and rotate on the Z axis by 180 degrees
You can now ungroup all the parts
Now hide everything except the wheels
Move the wheels  on the X Y Z axis to  0
Now unhide the body and move the body on the Z axis to 26
Move the axle to 0 on the X Y Z axis
Make sure you now save your 3ds max file
Delete every thing except the samson body mesh
Export the samson body mesh as samson.ase
Now select file and new all
Reload your saved samson max file
Now delete every thing except the WHT16R.BIN  mesh
Export this as wheel-r.ase
Now select file and new all
Reload your saved samson max file
Now delete every thing except the WHT16L.BIN  mesh
Export this as wheel-l.ase
Now select file and new all
Reload your saved samson max file
Now delete every thing except the newaxle.BIN  mesh
Rotate the newaxle mesh by  90 degrees on the  Z  axis
Export this as newaxle.ase

Step 8 -- ASE2PRM Tool
Start ase2prm
Use the following commands one at a time
ase2prm samson.ase
ase2prm newaxle.ase
ase2prm wheel-r.ase
ase2prm wheel-l.ase
This will then give you the needed prm files for revolt to use

Step 9 -- Rvtexmap
Using the notes of where we pasted the different images on the 256x256 car.bmp
We now go about remapping the prm files using rvtexmap
First lets do the samson.prm
Start rvtexmap and type in the following commands one at a time
rvtexmap samson.prm a:0,0:256x256=a:0,0:128x128
rvtexmap samson.prm b:0,0:256x256=a:128,0:128x128
The samson body has now had the body textures remapped
Now use rvtexmap on the newaxle.prm with the command
rvtexmap newaxle.prm e:0,0:256x256=a:0,128:64x64
Now for wheel-r.prm use the following commands one at a time
rvtexmap wheel-r.prm a:0,0:256x256=a:0,192:64x64
rvtexmap wheel-r.prm b:0,0:256x256=a:192,192:64x64
rvtexmap wheel-r.prm c:0,0:256x256=a:192,128:64x64
Okay that is wheel-r done
Now for wheel-l.prm enter the following commands one at a time
rvtexmap wheel-l.prm a:0,0:256x256=a:0,192:64x64
rvtexmap wheel-l.prm b:0,0:256x256=a:192,192:64x64
rvtexmap wheel-l.prm c:0,0:256x256=a:192,128:64x64
That is all the remapping done with rxtexmap
We are now finished using rvtexmap

Step 10 -- Time to do the parameters.
Do the parameters to your liking.
Adusting the wheel spacing and body height etc.
Tune handling to you liking.
Step 11 ---- YEEHA

Now have fun racing the truck.

This tutorial will allow you to convert most MTM2 trucks to Revolt
Even a lot of the custom made add on MTM2 trucks

Thanks to the following people.
Oleg   ------ ZModeler.
ALI and CHOAS  ----- for their great Re-Volt tools.

This tutorial was written by BurnRubr.
I can be contacted via " Our Revolt Pub" forum       http://s3.invisionfree.com/Our_ReVolt_Pub/index.php
Also can be contacted via the "ReVolt  Forum"        http://z4.invisionfree.com/Re_Volt_Forum/