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Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
Still ahead of tool which output model with materials, Lamborghini made for Assetto Corsa, in total, guys: manually carved out lods, meshes taken using version j. Known issues (most likely the same on many models), wipers, not all, only 1(but real lambo have 2 variations), dashpad wrong scale and position (also was attached to steeringwheel), model is mirrored, door speakers have some unknown mesh in there.
UPD. Thank you guys again for work on it.- shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)
hope, version j2 will make texturing a lot easier (no manual grouping required)
This was possible because of the amazing work of Andrakann!
WARNING: split your filelist into exterior and interior for example
or you'll experience a significant blender slow down because of too many groups.
For BMW_i8_15, exterior, for example, automatic grouping seems to be ok.
All LOD submeshes are separated but you've to select the LODs manually,
for example DB11, taillightL, LODS0 and LOD1:
LODS0: taillightL_a_000 to taillightL_a_005
LOD1: taillightL_a_006 to taillightL_a_011
Few uv maps and AUD_Quattro dashstructure for example still spoiled.
This was possible because of the amazing work of Andrakann!
WARNING: split your filelist into exterior and interior for example
or you'll experience a significant blender slow down because of too many groups.
For BMW_i8_15, exterior, for example, automatic grouping seems to be ok.
All LOD submeshes are separated but you've to select the LODs manually,
for example DB11, taillightL, LODS0 and LOD1:
LODS0: taillightL_a_000 to taillightL_a_005
LOD1: taillightL_a_006 to taillightL_a_011
Few uv maps and AUD_Quattro dashstructure for example still spoiled.
Hi, if you sent me the concerning modelbin file I could have a look at.javadst wrote:Hi.
All imported models are mirrored !
Last edited by shakotay2 on Fri Feb 03, 2017 11:33 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?"
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)
@shakotay2
I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.
Here's the file it complained about if you want to investigate.
http://www106.zippyshare.com/v/hilidufB/file.html
I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.
Here's the file it complained about if you want to investigate.
http://www106.zippyshare.com/v/hilidufB/file.html
- shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)
thx; I didn't care for the skeleton.modelbins so far.TheAdmiester wrote:@shakotay2
I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.
Here's the file it complained about if you want to investigate.
But sure, at least it should tell this instead of giving such confusing message.
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)
Sorry, it was my mistake to try and use the whole scene folder instead of trying to delete what wasn't used.shakotay2 wrote:thx; I didn't care for the skeleton.modelbins so far.TheAdmiester wrote:@shakotay2
I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.
Here's the file it complained about if you want to investigate.
But sure, at least it should tell this instead of giving such confusing message.
Removing it works perfectly though, thanks.
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Re: Forza Motorsport Resource Extraction (.carbin)
Grouping looks spot on so far. Will test with some others.
Thanks Andrakann and shakotay2.
EDIT1: Interior groups are okay on the SVR. Still had to scale the top of the dash and steering column which is a 1 min job as the scaling is joined between the pair.
EDIT2: Ran into a problem with the Ferrari 355 doorLF_a.modelbin just crashes when trying to load the modelbins.txt.
http://www.mediafire.com/file/09g1ybr12 ... a.modelbin
Thanks Andrakann and shakotay2.
EDIT1: Interior groups are okay on the SVR. Still had to scale the top of the dash and steering column which is a 1 min job as the scaling is joined between the pair.
EDIT2: Ran into a problem with the Ferrari 355 doorLF_a.modelbin just crashes when trying to load the modelbins.txt.
http://www.mediafire.com/file/09g1ybr12 ... a.modelbin
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- shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)
thx for reporting; well that's a "release only" bug that is hard to spot.minime891 wrote:EDIT2: Ran into a problem with the Ferrari 355 doorLF_a.modelbin just crashes when trying to load the modelbins.txt.
[fixed]
Last edited by shakotay2 on Fri Feb 03, 2017 11:35 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?"
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)
Excellent work. You are close to perfection. Thank you again for all your great work.
How is going doors position thing?
BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?
How is going doors position thing?
BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?
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Re: Forza Motorsport Resource Extraction (.carbin)
On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.TomWin wrote:Excellent work. You are close to perfection. Thank you again for all your great work.
How is going doors position thing?
BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?
I have only done this with the BMW 1M so far but if they all use the same reference for the scale they should all be fine i suppose.
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Re: Forza Motorsport Resource Extraction (.carbin)
Thank you. yeah apparently it works fine for all cars.minime891 wrote:On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.TomWin wrote:Excellent work. You are close to perfection. Thank you again for all your great work.
How is going doors position thing?
BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?
I have only done this with the BMW 1M so far but if they all use the same reference for the scale they should all be fine i suppose.
EDIT: The Make_H2O-ForzaHor3 crash when I'm trying to convert FOR_FocusRS_03
Re: Forza Motorsport Resource Extraction (.carbin)
Hi, BMW M6 front badge (Mirrored).shakotay2 wrote:Hi, if you sent me the concerning modelbin file I could have a look at.
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- shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)
mirroring and scaling applied as suggested.
Since a scale of 0.02 was my suggested scale for blender import I used 4.0/256.0 now. [edit]
I had been hoping someone else (other than Andrakann and me) would take up the skeleton.modelbin analysing for example.
(It's small files so should not be too hard.)
The more annoying thing is the remaining uv issues, but that would need more time/motivation to solve: So next thing on the list is the material names.
dunno, if you know: 0.078125 = 200.0/256.0, btwminime891 wrote:On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.
Since a scale of 0.02 was my suggested scale for blender import I used 4.0/256.0 now. [edit]
well, this is going to eat my time up.TomWin wrote:How is going doors position thing?
I had been hoping someone else (other than Andrakann and me) would take up the skeleton.modelbin analysing for example.
(It's small files so should not be too hard.)
The more annoying thing is the remaining uv issues, but that would need more time/motivation to solve: So next thing on the list is the material names.
You do not have the required permissions to view the files attached to this post.
Last edited by shakotay2 on Sat Feb 04, 2017 8:08 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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"