MTM2.com

A forum for mtm2 discussion
FAQ :: Search :: Members :: Groups :: Register
Login
It is currently Thu Mar 28, 2024 8:59 am



Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Increased draw distance on MTM2
PostPosted: Tue May 11, 2010 3:04 am 
MTM2 Engineer
User avatar

Joined: Fri Oct 10, 2003 6:19 pm
Posts: 1344
Location: Valparaíso, Chile.
I managed to increase the draw distance by changing the value of MONSTER.EXE memory addresses 0064CFB0, 0064CFB4 & 0097BC54 from 20 (100% visibility) to 40. 20 being not the total of tiles displayed but the distance between your truck and the horizon, represented in textures.

<center>
Normal
Image
Increased
Image

Normal
Image
Increased
Image
Image

Too many objects error
Image
</center>

As you can see, the number of tiles (or textures) displayed won't increase more than 1 or 2 rows, different thing happens with models, the game will display models that are farther than 20 tiles. (10 tiles farther probably). However, some tracks will become unraceable because of the on-screen object limit. (eg Farm Road). This works in software and hardware mode Direct3d rendeering. In hardware mode, some random snow-like balls will randomly appear in the sky while you have an increased draw distance. After ending a race, and starting a new one, all models and terrain of the track will be white. This is fixed by changing the screen mode.
You can edit the memory addresses to have an even smaller draw distance, like 5 or 6 tiles (25% visibility)

advice: memory editing is hacking and it is illegal for multiplayer tournaments

MTMG research center


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Sun Nov 09, 2014 11:29 pm 
Member
User avatar

Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1399
Location: Lost in Translation
You know... is it possible to combine this with the mtm2 render patch?

Like for example to try and get the models to show up at the default 20 tiles (or maybe 30 tiles) but keep the land visual tiles at 50?

Sure, you end up with the ugly objects popping out of nowhere but it could be a compromise.


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Mon Nov 10, 2014 11:09 pm 
Member

Joined: Sun Jul 27, 2014 12:45 pm
Posts: 38
This is all in theory, as I can't rationalize a way to accomplish it easily via guessing in the hex-editor alone. Object's selected to be drawn are determined by the drawing distance automatically. Not saying this would be impossible, but you'd have to have find where it attempts to look at the draw distance and have it look at a different address that just so happens to be the value you need. (20, 25, 30, etc.)

This could possibly be accomplished via IDA, or Cheat Engine to find the value requiring modification. Using the method I covered in the other thread gives you the address it's pulling from, this might be the way in by looking at what else reads that address.

_________________
4x4 Evolution Revival Project
http://www.4x4evolution.com


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Tue Nov 11, 2014 3:03 am 
Member
User avatar

Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1399
Location: Lost in Translation
The other thing... I doubt TRI still has the source code like they did with Evo...

Well that and the fact that TRI has been closed down, :/


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Tue Nov 11, 2014 8:35 am 
Member

Joined: Sun Jul 27, 2014 12:45 pm
Posts: 38
Honestly you might be surprised, just gotta find the right person. I sent an e-mail to the head programmer of Soda Off-Road Racing after figuring out what he works on now (iRacing) some oddball questions regarding model format. He sent back some useful bits I didn't know how to use at the time, and I still don't know how to (Pretty sure it's for processing a track). Take a look at the credits, and start talking to people you'd be surprised how willing many of them are willing to relive those younger times. Can get some pretty cool stories/history as well.

_________________
4x4 Evolution Revival Project
http://www.4x4evolution.com


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Wed Nov 12, 2014 3:12 pm 
Member
User avatar

Joined: Sun Oct 16, 2005 4:39 pm
Posts: 1816
Location: Winnipeg Manitoba, Canada
Since you guys are patching stuff.

Can you make mtm2 understand more than 99 pods?

_________________
Image


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Wed Nov 12, 2014 4:18 pm 
Member
User avatar

Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1399
Location: Lost in Translation
viewtopic.php?f=13&t=7154

First line...


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Wed Nov 12, 2014 7:00 pm 
Member
User avatar

Joined: Sun Oct 16, 2005 4:39 pm
Posts: 1816
Location: Winnipeg Manitoba, Canada
So you gave up?
:D

_________________
Image


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Wed Nov 12, 2014 7:55 pm 
Member

Joined: Sun Jul 27, 2014 12:45 pm
Posts: 38
I experienced a lot of random issues when I did. However it could be entirely possible I bumped up the wrong value. My primary focus is 4x4EvoR, I just wanted to test a theory and pass the knowledge on to hopefully improve MTM2. I wish I could put more energy into it, but I have too much on my plate as it is to focus on this.

_________________
4x4 Evolution Revival Project
http://www.4x4evolution.com


Top
 Profile  
 
 Post subject: Re: Increased draw distance on MTM2
PostPosted: Thu Nov 13, 2014 8:50 pm 
Member
User avatar

Joined: Sun Oct 16, 2005 4:39 pm
Posts: 1816
Location: Winnipeg Manitoba, Canada
Gamer121 wrote:
I experienced a lot of random issues when I did. However it could be entirely possible I bumped up the wrong value. My primary focus is 4x4EvoR, I just wanted to test a theory and pass the knowledge on to hopefully improve MTM2. I wish I could put more energy into it, but I have too much on my plate as it is to focus on this.

No worries, it would be cool though if you do manage it. I'd expect it could at least reach 255. Although it might get really slow.

_________________
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 


Who is online

Users browsing this forum: No registered users and 27 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group