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TRK is a text file that contains all the data of a Truck. The game uses this file to know what models, what name, what lights to use. The TRK file format is used by Terminal Reality for the games Monster Truck Madness 1 & 2 and 4x4 Evolution.

This is the MTM2 TRK File format explained.

Data formatEdit

To change any values in your custom TRK file just type over the original and save the TRK file under a new name. Please remember that numbers used here are positive and negative numbers, so if the number is default -1.55 then setting the number to -1.45 would actually be increasing the number.

MTM2 truckNameEdit

The name that will appear in the truck selection menu.

ModelsEdit

truckModelBaseNameEdit

The body of the truck which is located in the models directory. You do not have to have 3 bodies like the stock trucks, one is sufficient.

tireModelBaseNameEdit

The wheels and tire models located in the models directory. Usually in a three letter format, but two or four can be used. Click here to view the stock tires.

axleModelNameEdit

The front and rear axle model located in the models directory.

TexturesEdit

shockTextureNameEdit

The texture for the shocks (on top of the axles). Texture is located in your ART directory.

barTextureNameEdit

The texture for the suspension bars (coming from the axles and meeting in the middle). Texture is located in your ART directory.

axlebarOffsetEdit

The location where the suspension bars meet in the middle (note the ends connected to the axles cannnot be moved). The first value is how wide the center is (increasing the number will widen them, lowering will make them narrower). The second number denotes the bars center height (increasing the number will raise them and lowering the number will lower them). The third value is where the bars center will be located from front to back. (increasing the number will move them forward and decreasing will move them backwards).

driveshaftPosEdit

The location where the driveshafts meet in the middle (note the ends connected to the axles cannnot be moved). The first value has no effect. The second number denotes the driveshafts center height (increasing the number will raise them and lowering the number will lower them). The third value is where the driveshafts center will be located from front to back. (increasing the number will move them forward and decreasing will move them backwards)

TiresEdit

faxle.rtire.static_bpos.xEdit

Where the front right tire is located in terms of left and right from the drivers perspective. Increasing the number will move the tire further away from the truck. It is best to have the same value for both wheels on the same axle.

faxle.ltire.static_bpos.xEdit

Where the front left tire is located in terms of left and right from the drivers perspective. Decreasing the number will move the tire further away from the truck. It is best to have the same value for both wheels on the same axle.

raxle.rtire.static_bpos.xEdit

Where the right rear tire is located in terms of left and right from the drivers perspective. Increasing the number will move the tire further away from the truck. It is best to have the same value for both wheels on the same axle.

raxle.ltire.static_bpos.xEdit

Where the left rear tire is located in terms of left and right from the drivers perspective. Decreasing the number will move the tire further away from the truck. It is best to have the same value for both wheels on the same axle.

faxle.rtire.static_bpos.yEdit

Where the front right tire is located in terms of up and down from the drivers perspective. Increasing the number will raise tire further away from the ground. It is best to have the same value for both wheels on the same axle. It is generally best to leave this set to default.

faxle.ltire.static_bpos.yEdit

Where the front left tire is located in terms of up and down from the drivers perspective. Increasing the number will raise tire further away from the ground. It is best to have the same value for both wheels on the same axle. It is generally best to leave this set to default.

raxle.rtire.static_bpos.yEdit

Where the right rear tire is located in terms of up and down from the drivers perspective. Increasing the number will raise tire further away from the ground. It is best to have the same value for both wheels on the same axle. It is generally best to leave this set to default.

raxle.ltire.static_bpos.yEdit

Where the left rear tire is located in terms of up and down from the drivers perspective. Increasing the number will raise tire further away from the ground. It is best to have the same value for both wheels on the same axle. It is generally best to leave this set to default.

faxle.rtire.static_bpos.zEdit

Where the front right tire is located in terms of forward and backward from the drivers perspective. Increasing the number will move the tire further away from the center of the truck. It is best to have the same value for both wheels on the same axle.

faxle.ltire.static_bpos.zEdit

Where the front left tire is located in terms of forward and backward from the drivers perspective. Increasing the number will move the tire further away from the center of the truck. It is best to have the same value for both wheels on the same axle.

raxle.rtire.static_bpos.zEdit

Where the right rear tire is located in terms of forward and backward from the drivers perspective. Decreasing the number will move the tire further away from the center of the truck. It is best to have the same value for both wheels on the same axle.

raxle.ltire.static_bpos.zEdit

Where the left rear tire is located in terms of forward and backward from the drivers perspective. Decreasing the number will move the tire further away from the center of the truck. It is best to have the same value for both wheels on the same axle.

Scrape pointsEdit

Scrape point 1 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 2 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 3 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 4 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 5 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 6 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 7 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 8 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 9 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 10 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 11 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Scrape point 12 body axis x,y,zEdit

The imaginary boundaries or perimeters around the truck body. When a truck is loaded into Tracked 2 these values are automatically set.

Instrument ClusterEdit

Cockpit used. "powerbig" is the default in MTM2.

Wave FileEdit

The three different files that Army Armstrong announces while playing.

LightsEdit

Number of LightsEdit

Overall number of light located on the truck. Maximum number is 14.

Light 0 typeEdit

Light type zero means that it is a headlight, and will come on when you turn your lights on or you are driving at night.

Light 0 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 0 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

This is where you can adjust or point your lights. The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 0 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 0 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 0 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 1 typeEdit

Light type zero means that it is a headlight, and will come on when you turn your lights on or you are driving at night.

Light 1 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 1 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 1 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 1 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 1 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 2 typeEdit

Light type 1 means it is a brakelight and will come on when the brakes are applied.

Light 2 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 2 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 2 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 2 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 2 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 3 typeEdit

Light type 1 means it is a brakelight and will come on when the brakes are applied.

Light 3 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 3 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 3 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 3 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 3 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 4 typeEdit

Light type 1 means it is a brakelight and will come on when the brakes are applied.

Light 4 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 4 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 4 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 4 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 4 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 5 typeEdit

Light type 3 seems to produce the same results as light type 0 for headlight. Although light type 3 is always used for roof lights.

Light 5 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 5 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 5 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 5 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 5 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 6 typeEdit

Light type 3 seems to produce the same results as light type 0 for headlight. Although light type 3 is always used for roof lights.

Light 6 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 6 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 6 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 6 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 6 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 7 typeEdit

Light type 3 seems to produce the same results as light type 0 for headlight. Although light type 3 is always used for roof lights.

Light 7 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 7 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 7 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 7 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 7 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 8 typeEdit

Light type 3 seems to produce the same results as light type 0 for headlight. Although light type 3 is always used for roof lights.

Light 8 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 8 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 8 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 8 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 8 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 9 typeEdit

Light type 5 is a back up light and will only come on when the truck is shifted into reverse.

Light 9 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 9 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 9 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 9 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 9 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Light 10 typeEdit

Light type 5 is a back up light and will only come on when the truck is shifted into reverse.

Light 10 body axis pos x,y,z (ft), bitmap radius (ft)Edit

The actual position of the light and the size of the light. Change the first number to move it left and right. Change the second number to move it up and down. Change the third number to move it forward and backward. Change the last number to adjust the size of the light. Increase the number to make it larger.

Light 10 heading (rad), pitch (rad), heading spin speed (rad/sec)Edit

The first number adjust the left and right movement. Increase this number and the light will point towards the right. Decreasing will point it towards the left. The second number adjust the up and down movement. Increase this number and the light will point upwards. Decrease the number and the light will point down. The last number will make the light spin. Increase the number and the light will spin faster or set to zero for no spin.

Light 10 cone: length (ft), base radius (ft), rim radius (ft), texture nameEdit

This is where you adjust how large the light appears and what texture the beam will have. The first number adjust the length of the beam projected from the light. Increase the number to make it longer. The second number adjust the base of the projection, and the third number adjust the end of the projection. Increasing these number will make them larger. Note setting all these figures to zero will produce a non projection light, such as a brakelight. The texture for the beam is located in your ART folder. Remember, litefuzz.raw is the projected beam coming from the headlight (out in front of the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock beam textures.

Light 10 source: bitmap nameEdit

This is the actual RAW image for the light located in your ART folder. Remember, headlite.raw is the headlight image (the one on the truck). Any RAW image can be place here, but some will produce some odd results. Click here to view the stock light textures.

Light 10 ms on, ms off (0 if light doesn't blink)Edit

This will make the light blink. Adjust it in milliseconds. Example, setting it for 1,1 will produce a one millisecond on, one millisecond off light.

Documented by Lord Cap.

See AlsoEdit

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