BinEdit
mtm2.com / binedit

BinEdit builds and edits the .BIN models Monster Truck Madness 2 draws with — trucks and their cockpits, scenery, backdrops, anything in a track that is not the ground itself. It has been the tool for that since 2003.

BinEdit's truck preview: a textured monster truck with body, tires, axles and shocks, beside the render-options panel
The truck preview — body, tires, axles and shocks together, with what is drawn under your control.

Download

BinEdit 2.4.2  — 3 mb

Nothing to install, and no support files. Unzip it anywhere and run BinEdit.exe. The Microsoft runtime it needs is in the zip beside it, and OpenGL is part of Windows now — so the separate OpenGL, GLU and MFC packages the older versions needed are not used by this one.

Windows. 32-bit, which runs on 64-bit Windows too.

New in 2.4

2.4.0 made the 3D view somewhere you can edit, 2.4.1 added cockpits, and 2.4.2 lets a texture tile across a face. If 2.2 Beta is the last BinEdit you saw, read New in 2.3 below as well — all of it is new to you too.

The Cockpit Editor

Trucks can now have their own 3D cockpit, which Community Patch #4 draws from the driver's seat. A cockpit is several models — the cab, two needles, the wheel, the gear lever and the lit lamps — and a .CPT file that says where each one sits and what it turns about. Until now the only way to make one was Blender.

Older BinEdits dropped a truck's Cockpit line when they saved it, so the truck went back to the default cab. This one keeps it. A cockpit truck still loads on Community Patch #3 and older; they ignore the cockpit and use the default one.

BinEdit's Cockpit Editor in Eye View: the default cockpit from the driver's seat, gauges, wheel and mirror, with the parts list on the left and speed, RPM, steering and gear sliders below
The Cockpit Editor in Eye View: the default cockpit from the driver's seat. Each part and its numbers are on the left, Test's findings go in the list below them, and the sliders run the speed, rpm, steering and gear.
The same cockpit in the Cockpit Editor seen from outside: the cab with its roll cage, seat, wheel and gauges
The same cockpit with Eye View off, turned round to look at from outside.

Edit in the 3D view

The 3D view used to be for looking. Now you can select and move what you see in it.

A truck body in BinEdit's 3D view in vertex mode: small markers on every visible vertex, the selected ones orange
Vertex mode on a truck body. Every vertex you can see gets a marker, and the selected ones are orange. The * after the name means there are unsaved edits.

A face mapper you can work in

The BinMapper, where you lay a texture onto faces, was rebuilt around how people actually use it.

The BinMapper with a face mapped across more than one copy of a texture, the image drawn repeated, and the status line along the bottom
A face mapped past the edge of its texture. The mapper draws the image repeated, so the corner out in the next copy shows where it really lands. The status line along the bottom gives the texel, UV, hot vertex, selection and zoom.

Work that is harder to lose

New in 2.3

The 2005 page listed downloads and nothing else, so if 2.2 Beta is the last BinEdit you saw, all of the below is new.

Real textures

PNG and TGA model textures, 32 up to 1024, square. They can sit beside the old 8-bit RAW + ACT pair or replace it outright — a model whose art is only a PNG works, and packs. The .bin still records the .RAW name, because that is the format and the engine swaps the extension itself, so nothing that reads your model breaks.

An ARB Monster body in BinEdit with an HD PNG texture, sponsor decals sharp enough to read
An HD PNG on the ARB Monster body. The sponsor decals are legible, which they are not at 256 pixels.

Materials you can assign per face

BinEdit's Face Material dialog with the Glass preset applied: flag checkboxes, numeric parameters, and three preset buttons
The Face Material dialog, Glass preset applied. The note along the bottom says what each preset is made of, so the dialog explains itself.

The 3D view draws them as what they are rather than as solid panels.

Export to Blender

Any model exports as a binary .glb with its textures embedded, and a Bin Animator sequence exports as one animated .glb. Quads are recorded rather than split, so the faces you drew as quads arrive in Blender as quads.

The same truck body opened in Blender 5.2 from a glTF export, textures intact, the outliner showing ARBMon.BIN
The same body in Blender 5.2, textures intact. The mesh keeps the name of the file it came from.

One thing to know before you decide an export is broken. MTM2 models are enormous in Blender units — this truck measures roughly 1924 × 4871 × 2192. Blender clips the viewport at 1000 by default, so the far half of a perfectly good import is simply not drawn and the model looks hollow. Raise End under View in the N panel and it is all there.

Pods that carry the whole job

This is where work used to go missing quietly.

Opening and saving leave the model alone

The one to care about, because it was invisible. UVs were being snapped to a texel boundary on load and the snapped value written back, so an unedited Save As slid your mapping by up to a texel and put a seam where two faces met. Normals were re-derived on every save, throwing away whatever smoothing the model was authored with; they are now kept when they are really normals and recomputed when they are not.

BinEdit writes correct normals from now on. It does not go back and repair models you never open.

MTM2.1 trucks

A tire per corner rather than one model mirrored across both axles, the superior axle bar drawn in the preview, the long file names the engine now accepts, and a truck editor that resizes.

BinEdit's Truck Editor on an MTM2.1 truck, showing one tire base name resolving to four per-corner files
One base name, four corner files — bfsw16fl, 16fr, 16rl, 16rr — resolved along the bottom as you type.

Round the edges

Click a face to select it and see which one it is; selection shortcuts for same texture, connected, grow and shrink, on a right-click menu; seven Preferences checkboxes that never reached a handler and now work; negative numbers that parse as negative instead of zero; and validation that names the field and says what is wrong with it, rather than “Truck contains invalid parameters”.

The tutorial

The guild has a full BinEdit course — Making Bins, 58 pages of it, from opening the program through simple 2D shapes, 3D models, backdrops and the errors you will hit on the way.

It was written for an earlier version, so some things on this page are not in it. The material options and the Cockpit Editor are the real gaps — there is nothing about either in there at all. Selecting and moving in the 3D view, and the rebuilt face mapper, are newer than it too; where it tells you to do something the long way, the old way still works.

HD textures are a gap on paper only. Nothing about the way you work changes: the steps are the ones those pages already teach, and you load a .png or a .tga where the tutorial says to load a legacy .raw. Follow it as written and substitute the file.

Everything else it teaches — the working area, how a bin is built, wrapping textures, the limits — is as true now as it was then, and it is still the best way to learn this program.

Putting a truck together

That is a different guide. Making Bins teaches you to build a bin; turning a set of them into a truck is the guild's Truck Making section, and The TRK File is the page that explains what every field in one does.

That page predates MTM2.1, so it describes one tire base name standing for every wheel, and it does not mention the second axle bar or the Cockpit line. All three are in BinEdit's truck editor now — four corner tires from one name, the superior bar drawn in the preview, and the cockpit the truck uses. The rest of what it tells you about a TRK file still holds.

Older versions, and the files they needed

Kept because they are not archived anywhere else, and because the machines they were built for still exist. The support files below belong to these versions and are not needed for 2.4.2.

Richard Borchard III

BinEdit 2.2 Beta (February 2005)
BinEdit228.zip
BinEdit 2.0 tr23
BinEdit20tr23.zip
Windows ME / 2000 / XP
binedit_103.zip — version 1.03
binedit_102.zip — version 1.02
Support files (for the versions above)
bineditsupportfiles.zip

Oliver Pieper

Version 0.9, SGI
bineditsgi.zip — everything in one
binedit0920_SGI.zip — program only
OpenGL_SGI.zip — support files
Version 0.9, MS
bineditms.zip — everything in one
binedit0920_MS.zip — program only
OpenGL_MS.zip — support files
Source code
binedit0920_src.zip