Congratulations keep going like that.TomWin wrote:Great news
Well now it's better. Just need fix materials thing and UV.
Is there a way to get models and correct scale? they are very big.
And doors are in wrong position.
![Smile :)](images/smilies/[colon]).gif)
Congratulations keep going like that.TomWin wrote:Great news
Well now it's better. Just need fix materials thing and UV.
Is there a way to get models and correct scale? they are very big.
And doors are in wrong position.
I don't know about the "correct scale", just applied the values from the modelbin files. As I wrote before (for blender) press s, then 0.02, <ENTER> and you're done.TomWin wrote:Is there a way to get models and correct scale? they are very big.
yep, and hoods, too, dunno about the reasons. Just applied the positions from the modelbins, as above.And doors are in wrong position.
Not sure about your picture.TheOnlyFillo wrote:So, I have the raw model files.. How do I get them to work with Make2HO?
Make_H2O-ForzaHor.exe doesn't create H2O files, no.
It directly logs wavefront obj data but it needs a filelist as input.
Copy dir_modelbin.cmd to a modelbin folder and execute it
(or doubleclick it in the explorer).
This will create a modelbins.txt file with a filelist.
Then open that txt file with the exe.
How about stop asking and be patient?aliann34 wrote:New about new version Forza Studio(FM6A and FH3 support) ?
Do you mean positions from each model's modelbin or the "main" modelbin? Just wondering because I experimented with a part swap: I put the Porsche 911's licence plate on the Audi R8, and the positioning of it was totally wrong. I don't precisely know which file could be controlling it, but the fact that it happened might possibly be helpful.shakotay2 wrote:yep, and hoods, too, dunno about the reasons. Just applied the positions from the modelbins, as above.
(But I'll look whether it's a constant offset for all models - then I could try to fix it.
Ok, wait, for the doors it's not possible so far since they need to be separated from each other before.)
I'm talking about the separate objects like hood_a.modelbin which contain the position offsets each (what is the "main" modelbin?).TheAdmiester wrote:Do you mean positions from each model's modelbin or the "main" modelbin?
This is due to the autocreation of groups.minime891 wrote:Some polys still attached to different LODs.
All moveable parts are tied to a "skeleton" and need a special treatment. Their positions will always be wrong unless someone creates the skeleton hierarchy including "root". (Should be solvable but my "time stock for this project" runs out of contence atm.I had problems with \lr_rangeroversvr_15\scene\interior\details\dashpad_a.modelbin the dash, steering wheel and steering column was one object and scaled wrong.
That's easy to fix, though I'm wondering why it needs more than 15 submeshes per object (=part). Guess the autocreation algo creates groups where they aren't needed.Also when trying to load the rear bumper i got the message "more than 15 submeshes in part - break".
Do you think it´s possible to create a tool to extract the texture from the swatchbin to understand how they done the job and to do some tests on the models to see what parts are good and what need to be improve eventually??shakotay2 wrote:
........
Would be more important to improve the uvs, imho.
So no go for positioned doors and hoods/trunks/windows?yep, and hoods, too, dunno about the reasons. Just applied the positions from the modelbins, as above.
(But I'll look whether it's a constant offset for all models - then I could try to fix it.
Ok, wait, for the doors it's not possible so far since they need to be separated from each other before.)
edit: required offsets for hoods are different
An error here: "emaN`" is "Name 60h" where 60h is 6 symbols in name "Shadow".shakotay2 wrote:Code: Select all
... 0x140b emaN b0 00 10 00 xoBB 80 01 13 body_a_LOD5 -0.753424 0.755402 -1.765556 0.753425 1.081711 0.620197 0x143e emaN b0 00 10 00 xoBB 80 01 13 body_a_LOD5 -0.966901 0.000073 -1.803357 0.966901 0.578240 -1.000934 0x1471 emaN b0 00 10 00 xoBB 80 01 13 body_a_LOD5 -0.815528 -0.002078 -2.096735 0.815527 0.179026 1.001929 0x14a4 emaN` 00 10 00 xoBB 80 01 0e Shadow -0.961083 -0.000369 -2.319926 0.961083 1.047848 1.001929 0x14d2 emaN` 00 10 00 xoBB 80 01 0e Shadow -0.802868 -0.000369 -2.130043 0.802868 0.184148 1.001929 0x1500 emaN` 00 10 00 xoBB 80 01 0e Shadow -0.879130 0.141074 -0.786225 0.879130 1.016461 0.669687 ...
I would try to add a suiting header (bc1, bc5?).gpfan wrote:Do you think it´s possible to create a tool to extract the texture from the swatchbin
I could try it but the better solution would be to find the magic table (if any) I spoke of.Maybe you could further improve the Make_H2O-ForzaHor-gc.exe for better import of separate objects?