So I've taken a small break from my studies this weekend and did some major core changes to Forza Studio
Currently I've integrated all of revelation's code into mine so it should be able to read any Forza 3 .carbin file now (let me know if you find out otherwise). Each piece also now has its own index/vertex data that I rebuild after loading all of the sections which makes things much easier to work with. Selective extraction should be working now too. Also, I've added credits in the about section, so let me know if you would like to change how your name appears, or if you feel you should be added to the list...
I've made several bugfixes, and probably created several more because of all of these changes. Most of them I am aware of, in the form of "todos" in the source code, and others I just didn't care to comment on. Please let me know if you find anything drastically wrong with one of the main features mentioned above though...
I also would like to apologize for the seemingly slow progression, as I still have many things planned for this tool, I just haven't had the time to work on it as much as I'd like
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Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Forza Motorsport Resource Extraction (.carbin)
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
great update Ernegien, selective export is very usefull thanks for your work. the only problem i noted is that it cannot export textures coordinates, older version could
how did u get it to zmod2 without screw mesh pawlo922?
how did u get it to zmod2 without screw mesh pawlo922?
- lordpantsington
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
I can Import FS OBJ>Max8>Export>Reset>Import Max8 OBJ and at least my max file will hold smoothing groups (Without the double import, the smoothing will get dropped-it will look faceted upon reopening the file). Double import seems to jack up the normals though, (it looks like a FS OBJ imported without normals checked). Not sure if this helps any.
- Ernegien
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
My "forgetful" (aka lazy) selfsommergemuese wrote:He "forget" to build in the UVs which were working perfect
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
BIG thanks, UV working perfect.Ernegien wrote:My "forgetful" (aka lazy) selfsommergemuese wrote:He "forget" to build in the UVs which were working perfect
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Edit:
Export for zmodeler
1. Open 3d max 2011 and import car
2. Delete texture from body.
3. Export for format opencollada (*.dae)
4. Open program 3d sim ed and import file *.dae
5. In 3d sim ed export for Rfactor (*.gmt)
6. Open zmodeler 2 and import gmt files.
The End
Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
So maybe if models from Forza 3 are imports well, can you make support of Forza 2 carbin format. Engine of the game is similar to FM3. Fm2 have good models too.
I can provide you with some FM2 carmodels.
I can provide you with some FM2 carmodels.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
Yeah upload a few and I'll take a look at them sometime next week.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
Yup, the Forza 2 .carbin formats are nearly identical to the lod 1-5 Forza 3 .carbin files, aside from small differences in the header and possibly in the vertex data as well. Should be pretty easy to implement after I start work on it. I've got a copy of Forza 1 around here somewhere as well, guess I can also put that on my list too, although I know for a fact that they are much different than Forza 2 or 3.
Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
I have 3.1 and it's working.Kotton wrote:
and which xna version do I need? 2? ..3? ..3.1, 3.5, 4?
@Ernegien
I have a small question: Is Forza Studio is not compatible with Max 9 or i am doing something wrong? (model looks great but after exporting to 3ds there is no UV)
Thanks for all your hard work guys!