thankyou for the fileAndrakann wrote:Dev version here. Btw, no visible difference with dumped one from GM, according to filesizes. Maybe it's wrong reading of data for doors, not corrupted file.nick22savino wrote:does someone have the RR wraith for me the doors only? cause the file is corupted from gamemodels sadly :/
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Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
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It appears that yet again, there have been several posts in this thread that have breached our forum rules. As a result, the offending posts have been removed.
I would like to remind you all. If you have an issue with someone or feel they're being disruptive. Please do not insult them, use the report button and ignore the said person. You can also add users to your ignore list. When filing reports, ensure that you explicitly state why you have chosen to report the post in question. Reports which demand the Moderation team to perform a said request or contain foul language aren't permitted. Such reports are also in breach of our forum rules.
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Re: Forza Motorsport Resource Extraction (.carbin)
models will be uploaded here in native format (.bin)
https://github.com/ForzaRip
https://github.com/ForzaRip
Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
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Re: Forza Motorsport Resource Extraction (.carbin)
Just a heads up, I've noticed, when using the tool the models get mirrored in the end, very noticeable with the engines
Re: Forza Motorsport Resource Extraction (.carbin)
How is the quality/poly count of the FH3 models compared to the FM4 Autovista ones?
If the model exists in a previous chapter is it possible to recover the textures from that model instead of make all that process to get them?
If the model exists in a previous chapter is it possible to recover the textures from that model instead of make all that process to get them?
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Re: Forza Motorsport Resource Extraction (.carbin)
Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)?shakotay2 wrote:There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin)
Btw, nice progress in version "i", all UV variants have standalone meshes
But for UV scale testing we have only textures for UV2-5 (scratches, AO, radiosity, mud/snow), maybe cars with liveries have something for UV1...
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Re: Forza Motorsport Resource Extraction (.carbin)
Adding a selector is not a problem, but currently I don't know enough (nothing, to be honest) about the uv channels.Andrakann wrote:Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)?shakotay2 wrote:There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin)
When I spoke about "regions" I didn't mean channels; it's just like having an object with say 1000 verts where the "uv regions" have a count of 500, 300, 100, 50, 50 (=1000 in sum).
(I had used these counts to create groups (what I assumed to be LODs, so 5 lods in this example) in former versions but it wasn't the very best solution as you may know.)
ok, so you say, one uv "variant" per "lod"? "variant" means "channel", so it's no lods?Btw, nice progress in version "i", all UV variants have standalone meshes
With the autocreation of groups we get more of them (> 5 in most cases!) but it's just a "stupid" algo I use which doesn't care for uv channels (or let's say accidentally ).
I found some other data with the same counts as above (500, 200, ... , 50) which I could think of to represent a second uv channel
(but might also be normals).
well, didn't apply textures so far, guess I'll know more after I've done that...But for UV scale testing we have only textures for UV2-5 (scratches, AO, radiosity, mud/snow), maybe cars with liveries have something for UV1...
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?"
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)
Hmm, let's clear this thingsshakotay2 wrote:ok, so you say, one uv "variant" per "lod"? "variant" means "channel", so it's no lods?
I tested it only with one mesh so far - AST_DB11_17\scene\Exterior\SecondaryLights\taillightL_a.modelbin
Version "f" of Make_H2O gives me this result:
No LODS and mess in UV.
Version "gc" gives this:
Good LODS, but without submeshes and UVs is mixed.
And version "i" gives this:
LOD0 have 3 submeshes, UVs of first one looks messy, but it's a glass object, probably untextured, maybe it's normal.
Submeshes 2 and 3 have UVs for different textures (they crossed in bottom part), and they separated, it's good
So, "variant" means "different texture layout".
And channel is wrong for AO textures:
Upd: This Ford Ranger model (textures converted, also to PNG) is perfect for UV channels testing, because it have 3 different body textures, so we can test 3 UV channels:
Livery, damage, AO and badges - I have no idea how they applied.
How it looks: https://www.youtube.com/watch?v=iUmQl23j128
But I have problems with conversion of body_a.modelbin, only 5 meshes with weird names appears:
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Re: Forza Motorsport Resource Extraction (.carbin)
Can someone who has the DEV version, please help me to get some files?
For example the 2016 Honda civic Type R
Thanks.
For example the 2016 Honda civic Type R
Thanks.
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Re: Forza Motorsport Resource Extraction (.carbin)
so taillightL_a, taillightL_a_000 and taillightL_a_001? How'd you know which groups build one LOD? (In the end it's trial 'n error to decide whether a _a_xxx group belongs to the previous or the next LOD, isn't it?)Andrakann wrote:LOD0 have 3 submeshes,
OMG, I don't think, that I'll have the time to get that far with proper groups, since as you may know the auto grouping is done by brute force more or less.How it looks: https://www.youtube.com/watch?v=iUmQl23j128
should be fixed by the updated version (this bug was reported by minime891 first, thx)But I have problems with conversion of body_a.modelbin, only 5 meshes with weird names appears:
(But there's a lot of vts missing in the body_a atm.)
well, applying the textures is even harder than expected (engineBay_a_AO for FOR_RangerT16-engine with forced grouping each 2500 face indices), Looks like it's the wrong uv map:
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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?"
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)
NVidia DDS plugin for Photoshop does not support DX10 dds ? It shows blank (black) image, while DDS converter shows it correctly.
Last edited by zwrtron on Fri Jan 27, 2017 2:50 am, edited 3 times in total.
Re: Forza Motorsport Resource Extraction (.carbin)
Hi.
I use this version "Make_H2O-ForzaHor-i1.zip".
I have an error message - what does it mean? (Previous Versions worked fine).
I use this version "Make_H2O-ForzaHor-i1.zip".
I have an error message - what does it mean? (Previous Versions worked fine).
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Re: Forza Motorsport Resource Extraction (.carbin)
I supposed this uv used only red channel of that texture.shakotay2 wrote:well, applying the textures is even harder than expected (engineBay_a_AO for FOR_RangerT16-engine with forced grouping each 2500 face indices), Looks like it's the wrong uv map:
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Re: Forza Motorsport Resource Extraction (.carbin)
It means that the large array for faces isn't large enough.javadst wrote:Hi.
I use this version "Make_H2O-ForzaHor-i1.zip".
I have an error message - what does it mean?
In the MakeH2O_log.txt file search for # FIs, where the cnt is greater than 100000. Then send me the belonging modelbin(s), please:
# body_a.modelbin
# FIs' cnt: 125853
Why?Tosyk wrote:I supposed this uv used only red channel of that texture.
(The orange color is just the marker for selected uvs in blender.)
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"