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.
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.
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.
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.
.bin, made in the main window the way you
already make models..CPT into Data, the parts
into Models, their art into Art.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.
The 3D view used to be for looking. Now you can select and move what you see in it.
* after the name means there are
unsaved edits.The BinMapper, where you lay a texture onto faces, was rebuilt around how people actually use it.
NAME.BIN.BAK.* in its title, and cancelling a save no
longer closes the window with the edits unwritten..obj from Blender comes in with its UVs and textures.
Drag a .bin from Explorer onto the window to open it.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.
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.
The 3D view draws them as what they are rather than as solid panels.
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.
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.
This is where work used to go missing quietly.
_N normal maps and _AO occlusion maps are packed
now. The engine finds these by name and nothing in the .bin mentions
them, so the packer never saw them — and pods went out without the relief
their author had made, with the map sitting on disk the whole time. Build a
pod now and the relief is there in the game..RAW alongside the HD art or to ship the HD art on its own.
Both, for a pod that works on any engine, or one, for a smaller file..LST export, every texture or only the ones you used.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.
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.
bfsw16fl,
16fr, 16rl, 16rr — resolved along the
bottom as you type.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 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.
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.
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.