How to copy these files to other folder, I have all rights but I cant copy them for renamingminime891 wrote:@Andrakann I have updated the link to the Aston. Also the alignment now seems to work, i must have been doing some thing wrong last night.
@shakotay2 That it great news about the UVs as like i said it seems we need them.
@viruscn use the attached file and load it in Advanced Renamer and you will see what the names are.
Also if you are going to rename large amounts of files i had to turn windows search/indexing for it to work correctly.
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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)
I believe you have to do this: https://www.youtube.com/watch?v=oQUI5IUcWhQ
Why don't you guys just download the files that are ready to use right away.
This is not the place to talk about how to extract, rename, move etc files.
Why don't you guys just download the files that are ready to use right away.
This is not the place to talk about how to extract, rename, move etc files.
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Re: Forza Motorsport Resource Extraction (.carbin)
Hello guys.
Please forgive my ignorance, but although I am fully logged in, can not for the life of me see the attachments/links for the utility/plugin/soft, so I can try them too, can someone kindly point where there at please?
thank you
cheers
Please forgive my ignorance, but although I am fully logged in, can not for the life of me see the attachments/links for the utility/plugin/soft, so I can try them too, can someone kindly point where there at please?
thank you
cheers
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Re: Forza Motorsport Resource Extraction (.carbin)
Hey there!
Just want to note that we just updated sb2dds to 0.35 with following improvements:
• Added support for swatchbins with TXQU headers ( ex.: Forza 6 Apex liveries )
• Fixed issue with rescaling non-BC type compressions ( fix for @minime891 problem )
• Removed pointless possibility to save preferences
• Removed pointless file choosers
• Preferences are no more in another window, it's much more simpler to change them for different task needs
• Completely core rebuild with the best possible data reading/writing methods (59% performance increase on huge tasks compared to 0.34)
• It is no more possible to start new task while one is already running
• New interface
• Built-in user manual
Performance test snippet:
More info & download:
http://tdohmn.webnode.com/swatchbin-texture-converter/
EDIT:
I've tried that "modelbin-digging-thing" series by Andrakann to list all references to textures from a modelbin and then from its materialbins. See quick video.
https://www.youtube.com/watch?v=2skjOCwDf-8
Just want to note that we just updated sb2dds to 0.35 with following improvements:
• Added support for swatchbins with TXQU headers ( ex.: Forza 6 Apex liveries )
• Fixed issue with rescaling non-BC type compressions ( fix for @minime891 problem )
• Removed pointless possibility to save preferences
• Removed pointless file choosers
• Preferences are no more in another window, it's much more simpler to change them for different task needs
• Completely core rebuild with the best possible data reading/writing methods (59% performance increase on huge tasks compared to 0.34)
• It is no more possible to start new task while one is already running
• New interface
• Built-in user manual
Performance test snippet:
Code: Select all
6631 files in 167 folders, total 1.71GB
0.35 2:14 (134 seconds) avg. ~12.8 MB/s
0.34 3:45 (225 seconds) avg. ~7.6 MB/s
http://tdohmn.webnode.com/swatchbin-texture-converter/
EDIT:
I've tried that "modelbin-digging-thing" series by Andrakann to list all references to textures from a modelbin and then from its materialbins. See quick video.
https://www.youtube.com/watch?v=2skjOCwDf-8
Re: Forza Motorsport Resource Extraction (.carbin)
hello there.
I found a little bit bug with Make_H2O-ForzaHor J2l.
when you export something new with j2l you'll find the bumperr is missing.but it won't happen using J2ms.maybe we could fix it in the next version.
all in one,thanks the author,@shakotay2.
I found a little bit bug with Make_H2O-ForzaHor J2l.
when you export something new with j2l you'll find the bumperr is missing.but it won't happen using J2ms.maybe we could fix it in the next version.
all in one,thanks the author,@shakotay2.
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Re: Forza Motorsport Resource Extraction (.carbin)
Does this happen with all cars for you or just one? I tried to replicate the bug but couldn't.viruscn wrote:hello there.
I found a little bit bug with Make_H2O-ForzaHor J2l.
when you export something new with j2l you'll find the bumperr is missing.but it won't happen using J2ms.maybe we could fix it in the next version.
all in one,thanks the author,@shakotay2.
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Re: Forza Motorsport Resource Extraction (.carbin)
Hello there!
Just want to keep you informed that we are currently working on Modelbin Textures Extractor which was introduced yesterday. (For those who missed : https://www.youtube.com/watch?v=2skjOCwDf-8)
'Materialbin Textures Collector' (will be internal part of above) allow to programmatically read specified materialbin(s) for swatchbin entries. The tool will find collected swatchbins on specified path (hard drive) and copies them to directory with materialbin.
This allows to quickly get swatchbins required to texture a modelbin. These swatchbins can be converted to dds textures using sb2dds.
How is this done ?:
• The 'sub-tool' will list all materialbins in specified directory
• Collects swatchbin path entries from each materialbin
• Finds swatchbins on hard drive using path collected from materialbin (path to game files is specified)
• Put all swatchbins to subfolders where the materialbin is
Almost forgot to note, that the whole process take less than a few seconds!
Preview : https://youtu.be/K6IB-QGk27I
Hope you like
Just want to keep you informed that we are currently working on Modelbin Textures Extractor which was introduced yesterday. (For those who missed : https://www.youtube.com/watch?v=2skjOCwDf-8)
'Materialbin Textures Collector' (will be internal part of above) allow to programmatically read specified materialbin(s) for swatchbin entries. The tool will find collected swatchbins on specified path (hard drive) and copies them to directory with materialbin.
This allows to quickly get swatchbins required to texture a modelbin. These swatchbins can be converted to dds textures using sb2dds.
How is this done ?:
• The 'sub-tool' will list all materialbins in specified directory
• Collects swatchbin path entries from each materialbin
• Finds swatchbins on hard drive using path collected from materialbin (path to game files is specified)
• Put all swatchbins to subfolders where the materialbin is
Almost forgot to note, that the whole process take less than a few seconds!
Preview : https://youtu.be/K6IB-QGk27I
Hope you like
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Re: Forza Motorsport Resource Extraction (.carbin)
Another round of modelbin format digging
First part.
Second part.
Third part.
Today focus is VLay and IndB data structure.
VLay is "Vertex data Layout" i think.
VLay data structure is:
Header entry with Id number.
Main data entry:
How this data looks being sorted into table:
(live version is here)
Id part gives a way to connect VLay data with VerB blocks:
(same Id for VLay, Verb and MBuf blocks, some of VerB (with lowest LODs) don't have a VLay and MBuf connected (maybe they use empty "FF" VLay))
This looks pretty enough for reading any vertex data we want, like UV1-5, so, it's time to patiently wait for shak-otay comes back (this saturday)
First part.
Second part.
Third part.
Today focus is VLay and IndB data structure.
VLay is "Vertex data Layout" i think.
VLay data structure is:
Header entry with Id number.
Main data entry:
Code: Select all
Word - Number of name entries
DWord - Name 1 lenght in X-bytes
X-bytes - Name 1 string
DWord - Name 2 lenght in bytes
X-bytes - Name 2 string
etc.
Word - Number of data entries
Data entries part 1 (xNumber of data entries):
Word unk. (name number in hex or data type (need to check more samples))
Word unk. (data block number (UV numbers here too))
Word unk. (number of blocks used in IndB)
Word 00 00
DWord unk. (data type?)
DWord FF FF FF FF
Dword 00 00 00 00
Data entries part 2 (xNumber of data entries):
Dword - unk. (data type related)
DWord (or byte byte 00 00) - unk. (VLay type? Matched for identical VLay entries in different modelbins (and cars))
(live version is here)
Id part gives a way to connect VLay data with VerB blocks:
(same Id for VLay, Verb and MBuf blocks, some of VerB (with lowest LODs) don't have a VLay and MBuf connected (maybe they use empty "FF" VLay))
This looks pretty enough for reading any vertex data we want, like UV1-5, so, it's time to patiently wait for shak-otay comes back (this saturday)
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Re: Forza Motorsport Resource Extraction (.carbin)
Thanksminime891 wrote:Great work. Will this solve the scaling issue of UVs?
No, but i think it's a step forward. Looks like scaling issues it's not hard, but low priority task, doable after making UV working as indeed.
Re: Forza Motorsport Resource Extraction (.carbin)
Hey Guys
Amazing topic !
I'm a little lost.. maybe some1 can confirm...
Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?
Amazing topic !
I'm a little lost.. maybe some1 can confirm...
Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?
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Re: Forza Motorsport Resource Extraction (.carbin)
Yes there sure is just use the latest version. It's on the previous page so shouldn't be hard to find.Chips2000 wrote:Hey Guys
Amazing topic !
I'm a little lost.. maybe some1 can confirm...
Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?
Re: Forza Motorsport Resource Extraction (.carbin)
Awesome thanks !minime891 wrote:Yes there sure is just use the latest version. It's on the previous page so shouldn't be hard to find.Chips2000 wrote:Hey Guys
Amazing topic !
I'm a little lost.. maybe some1 can confirm...
Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?
He gives nice model, is there a way to get a skeleton/rig to know how to re-adjust the doors/etc parts?
Also how do you guys clean up the model? The H20 V1 I could just select all meshes and do merge verticles, But over here when I do that I get weird smoothing groups and errors... How can I merge them properly? -ok Nvm scratch that V1 dont merge either...
So how do you guys merge vertexes to make it smooth? Also should the mesh not have some kind of normals that are baked in ?
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Re: Forza Motorsport Resource Extraction (.carbin)
Currently its a really big - HAND job to get nice model, read the pages of this topic and you can get it, with skeleton, but mapping, scale and pos of some parts you need to fix manually.Chips2000 wrote:So how do you guys merge vertexes to make it smooth? Also should the mesh not have some kind of normals that are baked in ?