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Forza Motorsport Resource Extraction (.carbin)

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

Any updates or progress ?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by D3FEKT »

From what small research i did into the file format. apex and horizon 3 are the same. Carbin contains the material data, modelbin of course contains the model and uv's. I dont know much about reversing 3d but from the looks of it, it may also have a few different lod's in it. It also doesn't have sizing and positioning by itself and is located elsewhere just like previous forza games with the carbin. Just look back a few pages and can see the sizing issues when i imported into 3ds max.

Tried the swatchbin texture file also and used the samples minime891 posted back in october, this is what texturefinder shows.
Image

I don't have any knowledge of programing so never attempted to even make a tool or import script, leave that to the pro's.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

D3FEKT wrote:From what small research i did into the file format. apex and horizon 3 are the same. Carbin contains the material data, modelbin of course contains the model and uv's. I dont know much about reversing 3d but from the looks of it, it may also have a few different lod's in it. It also doesn't have sizing and positioning by itself and is located elsewhere just like previous forza games with the carbin. Just look back a few pages and can see the sizing issues when i imported into 3ds max.

Tried the swatchbin texture file also and used the samples minime891 posted back in october, this is what texturefinder shows.
Image

I don't have any knowledge of programing so never attempted to even make a tool or import script, leave that to the pro's.
How long is the wait?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

TheAdmiester wrote:EDIT: I have no idea if this might help - every car has a much smaller (around 1KB) .carbin_debug.
might help for getting the hierarchy (or not, since I didn't find trunkBadge_a for example in the modelbin file list).

Here's this list, it's 86 files (with the 8 SLODS to be ignored for building the hierarchy?)

Code: Select all

 CAD_ATSV_16\scene
17.01  06:21             3.272 CAD_ATSV_16_skeleton.modelbin

 CAD_ATSV_16\scene\Exterior\BumperF
12.03  03:37            14.112 bumperFSideMarkersBulbs_a.modelbin
17.08  21:15            46.044 bumperFSideMarkers_a.modelbin
09.04  08:19         1.248.584 bumperF_a.modelbin
27.01  19:46             5.396 bumperF_a__SLOD.modelbin

09.07  23:20           222.536 bumperF_race.modelbin
21.08  10:41            46.760 glassBumperFSideMarkers_a.modelbin
24.02  20:10            72.472 grille_a.modelbin
26.02  04:08         1.301.540 grille_a__SLOD.modelbin

 CAD_ATSV_16\scene\Exterior\BumperR
28.01  01:58           312.648 bumperRCustom_a.modelbin
20.05  06:26            28.016 bumperRSideMarkers_a.modelbin
01.07  20:09           528.100 bumperR_a.modelbin
27.06  16:25            35.744 glassBumperRSideMarkers_a.modelbin
17.06  14:28            95.156 trunkBay_a.modelbin
25.03  02:46           139.600 trunkBay_a__SLOD.modelbin

 CAD_ATSV_16\scene\Exterior\Chassis

24.04  04:19           268.528 exhaust_a.modelbin
27.02  14:30           134.468 undercarriage_a.modelbin

 CAD_ATSV_16\scene\Exterior\Doors
08.10  22:37           855.236 doorHandleLF_a.modelbin
29.04  14:07            85.296 doorJambLF_a.modelbin
28.07  06:23           164.776 doorJambLF_a__SLOD.modelbin

19.10  18:13           243.012 wingMirrorL_a.modelbin
07.10  15:07           240.572 wingMirrorR_a.modelbin

 CAD_ATSV_16\scene\Exterior\Engine
11.08  13:30           106.212 engineBay_a.modelbin
02.10  22:01         1.591.304 engineBay_a__SLOD.modelbin

26.05  08:28           520.760 engine_a.modelbin
26.09  18:33           238.388 wipers_a.modelbin

 CAD_ATSV_16\scene\Exterior\Fenders
23.04  02:33           452.632 fenders_a.modelbin

 CAD_ATSV_16\scene\Exterior\Hood
14.01  23:57            64.256 hoodLiner_a.modelbin
26.07  22:53           287.392 hoodLiner_a__SLOD.modelbin

08.08  15:21           474.264 hood_a.modelbin

 CAD_ATSV_16\scene\Exterior\plate
12.10  19:40            57.296 PlateUS_a.modelbin

 CAD_ATSV_16\scene\Exterior\Platform
12.05  23:46         1.009.592 body_a.modelbin
31.03  21:30           140.964 doorSill_a.modelbin
02.09  21:25           295.024 doorSill_a__SLOD.modelbin

 CAD_ATSV_16\scene\Exterior\PrimaryLights
12.05  16:08           149.368 glassLHL_a.modelbin
11.05  01:57           149.048 glassRHL_a.modelbin
14.02  05:48             8.900 headlightLBulbs_a.modelbin
06.01  10:45           492.616 headlightL_a.modelbin
14.02  05:48             8.900 headlightRBulbs_a.modelbin
22.10  11:36           489.320 headlightR_a.modelbin

 CAD_ATSV_16\scene\Exterior\SecondaryLights
23.06  23:11            34.996 glassCHMSL_a.modelbin
23.04  09:14            22.608 glassCTL_a.modelbin
30.01  17:55            67.424 glassLTL_a.modelbin
07.02  16:19            69.020 glassRTL_a.modelbin
16.09  08:01            51.968 taillightCHMSL_a.modelbin
24.04  04:19            22.768 taillightC_a.modelbin
14.04  17:38           266.628 taillightL_a.modelbin
26.04  14:32           269.016 taillightR_a.modelbin

 CAD_ATSV_16\scene\Exterior\SideSkirts
29.09  21:00           239.012 skirtL_a.modelbin

 CAD_ATSV_16\scene\Exterior\Trunk
15.05  23:21            27.152 trunkLiner_a.modelbin
31.03  07:39            79.408 trunkLiner_a__SLOD.modelbin

14.07  01:10           469.116 trunk_a.modelbin
23.03  22:08           139.360 wing_a.modelbin
31.07  06:55           349.704 wing_race.modelbin

 CAD_ATSV_16\scene\Exterior\Windows
23.01  13:09            65.976 glassF_a.modelbin
03.04  20:36            18.680 glassLF_a.modelbin
04.06  08:38            31.052 glassLR_a.modelbin
07.04  16:14            19.448 glassRF_a.modelbin
04.06  02:55            31.004 glassRR_a.modelbin
22.10  20:40            59.316 glassR_a.modelbin

 CAD_ATSV_16\scene\Interior\CenterConsole
17.04  08:38           144.276 centerConsoleBezels_a.modelbin

 CAD_ATSV_16\scene\Interior\CenterStack
28.08  16:52            48.220 centerStackBezels_a.modelbin

 CAD_ATSV_16\scene\Interior\Dash
23.07  07:33           348.100 dashPad_a.modelbin
27.07  17:01           226.104 dashStructure_a.modelbin

 CAD_ATSV_16\scene\Interior\Details
26.09  09:58            53.996 speakerDoorLF_a.modelbin

 CAD_ATSV_16\scene\Interior\Doors
11.03  05:40           321.128 doorCardLF_a.modelbin

 CAD_ATSV_16\scene\Interior\Floor
08.01  16:12            62.984 floor_a.modelbin
03.08  07:27            43.112 pedals_a.modelbin
17.10  06:34            58.192 rollCage_a.modelbin

 CAD_ATSV_16\scene\Interior\Gauges
19.02  19:25            10.020 gaugeCluster_a.modelbin

 CAD_ATSV_16\scene\Interior\InteriorLOD
01.01  21:57           123.064 interior_a.modelbin

 CAD_ATSV_16\scene\Interior\InteriorWindows
17.03  16:17            15.224 glassFInt_a.modelbin
08.02  14:45             7.768 glassLFInt_a.modelbin
12.02  01:47             8.464 glassLRInt_a.modelbin
08.02  14:45             7.768 glassRFInt_a.modelbin
28.02  16:44            11.808 glassRInt_a.modelbin
12.02  01:47             8.464 glassRRInt_a.modelbin

 CAD_ATSV_16\scene\Interior\Pillar
27.02  11:38           257.324 overheadConsole_a.modelbin

 CAD_ATSV_16\scene\Interior\Seats
29.04  23:11            85.372 parcelShelf_a.modelbin
08.09  22:01            50.476 seatBeltL_a.modelbin
30.08  18:01           294.392 seatL_a.modelbin

 CAD_ATSV_16\scene\_library\scene\Brakes\Calipers

19.09  23:21           114.140 CAD_caliperLF_004.modelbin
30.06  11:14            97.744 CAD_caliperLR_004.modelbin
19.09  23:21           114.140 CAD_caliperRF_004.modelbin
30.06  11:14            97.744 CAD_caliperRR_004.modelbin

 CAD_ATSV_16\scene\_library\scene\Brakes\Rotors
03.04  03:54           202.860 CAD_rotorLF_004.modelbin
05.02  08:58           129.996 CAD_rotorLR_004.modelbin
03.04  03:54           202.860 CAD_rotorRF_004.modelbin
05.02  08:58           129.996 CAD_rotorRR_004.modelbin

 CAD_ATSV_16\scene\_library\scene\Undercarriage
21.07  10:13            40.520 controlArmLF_a.modelbin
26.06  06:32            35.460 controlArmLR_a.modelbin
21.07  10:13            40.520 controlArmRF_a.modelbin
26.06  06:32            35.460 controlArmRR_a.modelbin

 CAD_ATSV_16\scene\_library\scene\Wheels
16.08  09:56         1.151.668 CAD_ATSV_16_wheelLF.modelbin
Exploding the "Borg cube" in the middle:
CAD_ATSV_16.JPG
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Last edited by shakotay2 on Sat Jan 07, 2017 6:53 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Gh0stBlade »

Temporarily locked.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester »

shakotay2 wrote:
TheAdmiester wrote:EDIT: I have no idea if this might help - every car has a much smaller (around 1KB) .carbin_debug.
might help for getting the hierarchy (or not, since I didn't find trunkBadge_a for example in the modelbin file list).
Is it not possible that modelbins contain other modelbins? I believe that in the debug game trunkBadge_a is treated as a child of the trunk itself (whatever that's named) as it's attached to the trunk object.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

guess it's the CAD_ATSV_16.carbin where I have to look at for hierarchy, if any

But I'll leave this problem for now (same with the positioning) since uvs is the thing to deal with where I got a little bit stuck atm.

wingMirrorL_a is a real little beasty, it has 6 materials and the original uv map of wingMirrorL_a_3 (uv's count=1741) really looks horrible (you'll see that if you comment out all start_x groups from the obj file in the following post).

The picture shows how I tried to circumvent this by introducing some more (start_x) groups (where only the two biggest seem to make sense, but how to find them programmatically?):
wingMirror_a-6-tex.jpg
Since I don't find the texture for wingMirrorL_a I'll make a break so that you guys might fiddle arround with the obj file in the next post and maybe share your thoughts.

Maybe I'm seeing problems where aren't any (as always :D ) and we've just to put the tex on that damned thing and done? (Is it sufficient to apply one texture to the highest lod mirror?)
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Last edited by shakotay2 on Mon Jan 09, 2017 8:03 pm, edited 2 times in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

and here's the wavefront obj file of that mirror. Remember to comment out the g gstart_x lines by putting a # in front of them.
Then try to put a texture onto wingMirrorL_a_3 - good luck.
WingMirrrorL_A-Multitest-neu.zip
Ah, well, see, scrolling thru this thread I realized that D3FEKT seems to have a maxscript already since 3 months.
(Maybe he's stuck at uvs, too.)

(Well, I care for my own projects now, since it doesn't make sense to me to work on things that are already being processed. :D )
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Last edited by shakotay2 on Mon Jan 09, 2017 1:29 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester »

aliann34 wrote:Up :D
Stop it.

I don't want this thread locked again now that we're making actual progress just because you can't be patient enough to stop asking for updates.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Gh0stBlade »

Hi All!

Some posts have been removed from this topic. I recommend taking the time to read this post as I will not be repeating this again. Please refrain from constantly bumping a topic on a daily basis. If you have substantially useful information to provide that is fine. Persistently bumping will not get things solved any quicker and may be interpreted as spam.

Permanent and/or temporary bans may be handed out if this nonsense continues despite me kindly requesting on multiple occasions to cease such behavior.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester »

shakotay2 wrote:Ah, well, see, scrolling thru this thread I realized that D3FEKT seems to have a maxscript already since 3 months.
(Maybe he's stuck at uvs, too.)

(Well, I care for my own projects now, since it doesn't make sense to me to work on things that are already being processed. :D )
Bear in mind that D3FEKT also said "I don't have any knowledge of programing so never attempted to even make a tool or import script, leave that to the pro's." D3FEKT might be able to make more progress if/when he gets a look at the debug build, but due to his own admissions I think in this situation you're our closest thing to a pro :P

And, regardless, people collaborating on something can always help. Two pairs of eyes on the same thing and all that.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester »

Bumping, but it's for potentially useful stuff if not already known.

There's a guide on Se7ensins discussing the formats of Forza 4 models here: https://www.se7ensins.com/forums/thread ... g.1384518/

It explains the structures and positionings of items on the car, which materials they can be set to use, size scaling, etc. I know it's for Forza 4 and that things will have changed with their model format since 2011 but the core concepts are likely similar/the same, so it might be worth reading.

Also, @shakotay2 or anyone else, is there any other ways I can help? Any files from the debug game that might help your research?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

TheAdmiester wrote:It explains the structures and positionings of items on the car,
thanks; on a quick glance I couldn't derive any senseful information from it, though. (It's more a tutorial about modding Forza 4, not about the 3D format.)

Here's how the CAD_ATSV looks so far:
CAD_ATSV_1.JPG
I've added increasing offsets to the parts to break up the clump a little bit.

Here's the wavefront obj file. Didn't care for the scaling so far. Some (or many) uvs aren't correct. Without textures it doesn't make too much sense to waste more time with them, imho.

After blender import you should press 's', then 0.02 [ENTER]
Then 'N' and set view/clip END from 1000.0 to 100000.0 (that's the best tip I ever found for big objects in blender)
CAD_ATSV_x_y.zip

(There's some minor LODs which should be "filtered out" somehow. Maybe just sorting the parts by their vertex counts?)

I've tried some manual positioning but it's all crap, a waste of life and time. :D

There's some kind of skeleton in body_a.modelbin for example with hierarchy and matrices
but guess it won't help since most names don't fit to the names of the parts to be found in blender's outliner window.

(Even worse this "skeleton" seems to be identical to the one in hood_a.modelbin - simply a copy from CAD_ATSV_16_skeleton.modelbin.)

Code: Select all

CAD_ATSV_16\scene\Exterior\Platform\body_a.modelbin
   1586: <root>: FF FF 01 00  FF FF 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
0.000000 0.000000 0.000000 1.000000 

------------------------------
   15d2: root: 00 00 02 00  FF FF 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
0.000000 0.000000 0.000000 1.000000 

------------------------------
   161c: controlArm_LF: 01 00 FF FF  03 00 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
-0.691073 0.085114 1.386332 1.000000 

------------------------------
   166f: controlArm_LR: 01 00 FF FF  04 00 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
-0.690358 0.153586 -1.386270 1.000000 

------------------------------
   16c2: controlArm_RF: 01 00 FF FF  05 00 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
0.691327 0.085026 1.386208 1.000000 

------------------------------
   1715: controlArm_RR: 01 00 FF FF  06 00 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
0.690148 0.153586 -1.386270 1.000000 

------------------------------
   1768: hubLF: 01 00 07 00  08 00 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
-0.691073 0.085114 1.386332 1.000000 

------------------------------
   17b3: spindleLF: 06 00 FF FF  FF FF 
1.000000 0.000000 0.000000 0.000000 
0.000000 1.000000 0.000000 0.000000 
0.000000 0.000000 1.000000 0.000000 
0.000000 -0.000000 -0.000000 1.000000
[...]
For the lods there's something like this:

Code: Select all

CAD_ATSV_16\scene\Exterior\Hood\hood_a.modelbin
    313: hood_a_LODS0
-0.754716 -0.291288 -0.018354 0.754709 0.002848 1.226153 
65 6D 61 4E  C0 00 10 00   48.608856 80 01 

------------------------------
    345: hood_a_LODS0
-0.319065 -0.143825 0.720242 0.319058 -0.112996 0.950454 
65 6D 61 4E  B0 00 10 00   48.608856 80 01 

------------------------------
    377: hood_a_LOD1
-0.754171 -0.291288 -0.017905 0.754164 0.002737 1.226154 
65 6D 61 4E  B0 00 10 00   48.608856 80 01 

------------------------------
    3a8: hood_a_LOD2
-0.753661 -0.291288 -0.017905 0.753654 0.002738 1.226154 
65 6D 61 4E  B0 00 10 00   48.608856 80 01 

------------------------------
    3d9: hood_a_LOD3
-0.753635 -0.287888 -0.016261 0.753628 0.002738 1.225154 
65 6D 61 4E  B0 00 10 00   48.608856 80 01 

------------------------------
    40a: hood_a_LOD4
-0.753635 -0.283435 -0.016261 0.753628 0.002738 1.225154 
65 6D 61 4E  B0 00 10 00   48.608856 80 01 

------------------------------
    43b: hood_a_LOD5
-0.755325 -0.298939 -0.006797 0.755316 0.002738 1.219610 
65 6D 61 4E  60 00 10 00   48.608856 80 01 

------------------------------
    46c: Shadow
-0.319065 -0.143825 0.720242 0.319058 -0.112996 0.950454 
65 6D 61 4E  60 00 10 00   48.608856 80 01 
Chances are that the position (related to root) are to be found in the avpins file:

<UnSet State="HoodClosed" OverrideMode="Add" />
<Set State="InEngineView" OverrideMode="Add" />
</PreConditions>
<Visibility Enabled="1" Locator="root">
<Pos X="0.000000" Y="0.762000" Z="1.369997" />
<Axis Yaw="0.000000" Pitch="0.000000" />
<Apex Yaw="220.000000" Pitch="180.000000" />
<ActiveApex Yaw="214.000000" Pitch="174.000000" />
<MidApex Yaw="217.000000" Pitch="177.000000" />
<Distance NearRadius="1.320000" MidRadius="1.420000" FarRadius="1.520000" />

<Set State="TrunkClosed" OverrideMode="Add" />
</PreConditions>
<Visibility Enabled="1" Locator="root">
<Pos X="0.000000" Y="0.555001" Z="-2.352000" />
<Axis Yaw="180.000000" Pitch="0.000000" />
<Apex Yaw="123.000000" Pitch="180.000000" />
<ActiveApex Yaw="117.000000" Pitch="174.000000" />
<MidApex Yaw="120.000000" Pitch="177.000000" />
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester »

I believe the avpins files are simply the animations/position translations of the car parts in Autovista mode, hence "HoodClosed" and stuff like that, as well as avpins = AutoVistapins
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by gpfan »

Regarding the UV problem shakotay2 mention some posts behind i remember Ernegien who made forza studio had some issues aswell to find the cure for it back then fot Forza 4, i´m positive his the guy who can help figure it out some of this puzzles! I suspect that everything must be very similar to Ernegien Forza studio code afterwards.....
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