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Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
Hey, I just want to share progress from swatchbin2dds conversion tool development.
Currently, it's still not ready to be released as public beta, because it needs an user interface.
Features:
• Convert any swatchbin file from Forza Horizon 3 or Forza Motorsport 6 Apex to DirectX10 DirectDraw-Surface (.dds), where
- any resolution, compression, mipmap level texture is supported
• Supports bulk conversion of all swatchbin in folder or simple one-by-one
Currently the only way ahead is to code simple UI for public beta release. However, any ideas how to improve anything are appreciated.
Show-off:
https://youtu.be/vvxHhCXCKmU
Currently, it's still not ready to be released as public beta, because it needs an user interface.
Features:
• Convert any swatchbin file from Forza Horizon 3 or Forza Motorsport 6 Apex to DirectX10 DirectDraw-Surface (.dds), where
- any resolution, compression, mipmap level texture is supported
• Supports bulk conversion of all swatchbin in folder or simple one-by-one
Currently the only way ahead is to code simple UI for public beta release. However, any ideas how to improve anything are appreciated.
Show-off:
https://youtu.be/vvxHhCXCKmU
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- ultra-n00b
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Re: Forza Motorsport Resource Extraction (.carbin)
zimex25 wrote:When imported Raptor 2017 I have this: http://www.mediafire.com/view/6lhgn0m83 ... 284%29.png#
yeah suspension on nearly all cars are fucked up and not scaled correct, it`s a shame
but remember that this tool is not finished ^^
Re: Forza Motorsport Resource Extraction (.carbin)
Very nice work man when will you release because not all of us know how to convert switchbin's to dds.zwrtron wrote:Hey, I just want to share progress from swatchbin2dds conversion tool development.
Currently, it's still not ready to be released as public beta, because it needs an user interface.
Features:
• Convert any swatchbin file from Forza Horizon 3 or Forza Motorsport 6 Apex to DirectX10 DirectDraw-Surface (.dds), where
- any resolution, compression, mipmap level texture is supported
• Supports bulk conversion of all swatchbin in folder or simple one-by-one
Currently the only way ahead is to code simple UI for public beta release. However, any ideas how to improve anything are appreciated.
Show-off:
https://youtu.be/vvxHhCXCKmU
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- beginner
- Posts: 34
- Joined: Sat Jun 13, 2015 11:27 pm
- Location: Slovakia
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- Been thanked: 83 times
Re: Forza Motorsport Resource Extraction (.carbin)
First public beta could be released within this week. I am not sure how long will take to write UI and handle possible errors.codex12 wrote:Very nice work man when will you release because not all of us know how to convert switchbin's to dds.
It will also require performance tweak, as of Java Virtual Machine is well known for memory limitations. Currently it transfers up to ~ 10 MB per second (including time to write to hard drive as dds).
- Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)
I continue digging modelbin format
First part.
Second part.
Now i focused on 3D data parts, patient is the same AST_DB11_17 taillightL_a.modelbin.
IndB, VerB and Mbuf data parts have very similar headers 16 bytes in lenght, this is how they looks in decimal numbers:
(better table is here)
VerB 1 have 2541 entries, and VerB 2-6 have the same amount in sum, but data blocks is different. I don't know what it means, maybe it's important...
Second half of 16 bytes long Modl data is identical to one from body_a.modelbin, and in first part we can find a four 2-byte words, containing numbers: 46, 10, 4, 6
I think 46 it's a count of Mesh entries in this modelbin, 10 is unknown (it's 13 for body_a), 4 seems to be VLay entries count and 6 it's a count of material entries.
And finally the most interesting part - Mesh data digging:
Some comparison pics for normal meshes and shadow ones (header part only):
This time i cut out data with additional 00 00 00 at start, for better formatting by DWORDs.
Some numbers match with ones from AST_DB11_17_taillightL_a-j.obj, this give me first clues, and i finished with this table:
(better table is here and latest is here)
Note that order for "Fist data byte" values is differs for LODS0 and LODs 1-5.
First mesh in table have same verts and faces count as taillightL_a_001 mesh in AST_DB11_17_taillightL_a-j.obj
Those strange hashes have matches with some of "shadow" meshes. Low detail parts share same hashes, even if other parameters differs.
I tried to find matches for lower hash in that part folder, and found it:
Then i tried in whole scene folder:
Lots of hits, but not much logic...
For detailed lod hash there's only hits with taillightR_a.modelbin, maybe those hashes are just data size of meshes in hashed form?..
Anyway, I hope this information and table of meshes is helps to make new algo for separation of meshes in Make_H2O
Working folder is uploaded here (tables, obj's, chunks, modeldins).
First part.
Second part.
Now i focused on 3D data parts, patient is the same AST_DB11_17 taillightL_a.modelbin.
IndB, VerB and Mbuf data parts have very similar headers 16 bytes in lenght, this is how they looks in decimal numbers:
Code: Select all
Name in Grub Index
(just a counter added)
Entries Count (DWORD)
Data length in bytes (DWORD)
Block size in bytes (WORD)
Units in one block? (WORD)
Unknown (DWORD)
IndB 7620 30480 4 1 42
VerB 1 2541 20328 8 1 13
VerB 2 1037 16592 16 4 37
Mbuf 1 1037 16592 16 2 10
VerB 3 12 192 16 4 37
VerB 4 472 11328 24 6 37
Mbuf 2 472 7552 16 2 10
VerB 5 986 27608 28 7 37
Mbuf 3 986 15776 16 2 10
VerB 6 34 952 28 7 37
VerB 1 have 2541 entries, and VerB 2-6 have the same amount in sum, but data blocks is different. I don't know what it means, maybe it's important...
Second half of 16 bytes long Modl data is identical to one from body_a.modelbin, and in first part we can find a four 2-byte words, containing numbers: 46, 10, 4, 6
I think 46 it's a count of Mesh entries in this modelbin, 10 is unknown (it's 13 for body_a), 4 seems to be VLay entries count and 6 it's a count of material entries.
And finally the most interesting part - Mesh data digging:
Some comparison pics for normal meshes and shadow ones (header part only):
This time i cut out data with additional 00 00 00 at start, for better formatting by DWORDs.
Some numbers match with ones from AST_DB11_17_taillightL_a-j.obj, this give me first clues, and i finished with this table:
(better table is here and latest is here)
Note that order for "Fist data byte" values is differs for LODS0 and LODs 1-5.
First mesh in table have same verts and faces count as taillightL_a_001 mesh in AST_DB11_17_taillightL_a-j.obj
Those strange hashes have matches with some of "shadow" meshes. Low detail parts share same hashes, even if other parameters differs.
I tried to find matches for lower hash in that part folder, and found it:
Then i tried in whole scene folder:
Lots of hits, but not much logic...
For detailed lod hash there's only hits with taillightR_a.modelbin, maybe those hashes are just data size of meshes in hashed form?..
Anyway, I hope this information and table of meshes is helps to make new algo for separation of meshes in Make_H2O
Working folder is uploaded here (tables, obj's, chunks, modeldins).
Last edited by Andrakann on Thu Feb 02, 2017 5:09 pm, edited 1 time in total.
- Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)
In my table for Meshes i skipped 32 bytes in header, and there's one DWORD in them, looking very important, so i update my table:
(better version is here)
And about "Shadow" meshes - i think it's some sort of "detachable" 3-rd UV map for fake "AO shadows" with textures.
Devs make it detachable for skipping loading of them if game settings set to "Abmient Occlusion: off".
Upd: How this table looks if sorted by that new value, without and with shadow meshes:
This order of meshes matches with order in OBJ from "j" version, as far as i can see.
(better version is here)
And about "Shadow" meshes - i think it's some sort of "detachable" 3-rd UV map for fake "AO shadows" with textures.
Devs make it detachable for skipping loading of them if game settings set to "Abmient Occlusion: off".
Upd: How this table looks if sorted by that new value, without and with shadow meshes:
This order of meshes matches with order in OBJ from "j" version, as far as i can see.
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Re: Forza Motorsport Resource Extraction (.carbin)
Here's an example from AUD quattro (also found on some other cars, (FER_250gt_60,FER_330p4,NIS_Silvia_66).shakotay2 wrote: I'm no car expert, how should it look?
Here's how it (roughly) should look like
And here's how it looks straight from importing
Seems like it's scaled to the dials(?), if so then it might be hard to fix because of the problem with movable parts as you mentioned.
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Re: Forza Motorsport Resource Extraction (.carbin)
the gamemeshes are mirrored yes we all have the same issuejavadst wrote:Hi.
All imported models are mirrored !
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Re: Forza Motorsport Resource Extraction (.carbin)
That's minor problem.javadst wrote:Hi.
All imported models are mirrored !
I think scale and position of some parts is more important. It's never the same when moving a hand the parts
Re: Forza Motorsport Resource Extraction (.carbin)
zwrtron wrote:Swatchbin Texture Converter Update 3
Watch update preview:
https://youtu.be/By_nC328KBw
Any idea when this tool will be made available to the public?
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Re: Forza Motorsport Resource Extraction (.carbin)
I am going to say not before it's ready but defiantly after it's ready.Thehurk wrote:Any idea when this tool will be made available to the public?zwrtron wrote:Swatchbin Texture Converter Update 3
Watch update preview:
https://youtu.be/By_nC328KBw
Thought i might as well add to the useless comments.