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Forza Motorsport Resource Extraction (.carbin)

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nick22savino
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by nick22savino »

Frazzlee wrote:
nick22savino wrote:could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed?
Where are they listed?
there in the obj when imported to blenders https://gyazo.com/d4ac02bc024488ecc781ae7c94557cdc the fourth line starts material
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Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann »

Frazzlee wrote:
Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
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shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

nick22savino wrote:could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed?
For FH3 this is not as easy as you may think of. Have a look at Andrakann's post:
viewtopic.php?f=16&t=4256&p=126817&hili ... ty#p126817

and you'll find out that a scanning of material.bins is required and some more. This will not become part of the Make_H2O-ForzaHor3 project because of lack of time/motivation.

It should be a separate project, the required coding skills are supposed to be simple but it's a tedious task.
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?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Frazzlee »

Andrakann wrote:
Frazzlee wrote:
Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
ah , installing now then
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin »

Andrakann wrote:
Frazzlee wrote:
Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
Thank you so much. That's great that there are all separated files.

It's really sad we pay for game and we get stupid encrypted files :(
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

I'm not sure if anyone took care for the positions of movable parts seriously;
the problem I see is that the bone's tail position (boneDoorRF here) and the doorHandleRF location don't fit exactly when placing manually.
(other than the mesh the bones aren't un-mirrored so far, so LF and RF are swapped)
Doorposition.JPG
When using the values from the dae, it's totally shxt (lower part of pic).

Ued the values from the dae, adding the x,y,z components from root and child boneDorrLF (doorHandleLF):

Code: Select all

          <node id="Bone_root_boneDoorLF" name="root_boneDoorLF" sid="root_boneDoorLF" type="JOINT">
            <matrix sid="Transform">0.999994 0.000000 -0.003383 X:-0.922483 0.000000 1.000000 0.000000 Y:1.707396 0.003383 0.000000 0.999994 Z:0.827334 0.000000 0.000000 0.000000 1.000000</matrix>
            <node id="Bone_boneDoorLF" name="boneDoorLF" sid="boneDoorLF" type="JOINT">
              <matrix sid="Transform">0.999994 0.000000 0.003383 X:0.111272 0.000000 1.000000 0.000000 Y:-1.106002 -0.003383 0.000000 0.999994 Z:-0.086873 0.000000 0.000000 0.000000 1.000000</matrix>
            </node>
          </node>
(maybe I made some mirroring mistake?)
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Last edited by shakotay2 on Sat Apr 01, 2017 3:49 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?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin »

I noticed that some parts also has wrong scale and rotation.

Eg. Ford Focus RS '03 (trunk/boot badges)so tiny and rotate bad without bone, also disc and calipers bone arent good.

BTW. anybody knows where FH3 stores now body paint colors and carPartsposition (apart from bones), in older forzas it was all in gamedb.slt
Frazzlee
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Frazzlee »

TomWin wrote:
Frazzlee wrote:
Andrakann wrote:
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
Thank you so much. That's great that there are all separated files.

It's really sad we pay for game and we get stupid encrypted files :(
Not to be on their side but most game Devs do this :P to an extent
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

well, stupid me forgot to swap y and z for blender, how poor :cry:
It's 0.811206, -0.740454, 0.601394 for the doorHandleLF, works like a charm, then, door position ok.

(rmh, seems noone is really interested in automatic positioning any more,
well I leave you alone with this, since I gave the idea how to perform it by python script.)

Keep in mind to parent the other child "doorHandleLF" parts such as LS0_doorHandleLF_a_LODS0_metal_RGH_001
to parent "LS0_doorHandleLF_a_LODS0|doorLF_a_LODS0_carPaint"
so that they move all together.

(Didn't test it, should work, don't have a better idea.)
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?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Lord Neophyte »

sure man sure

still waiting for the final "automatic positioning" feature :-)


and i think a lot of people too but nobody talks here about it ^^
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by xInno3Dx »

@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron »

Hey, I would like to share our progress with Modelbin Textures Collector - update 2.

Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.

Structure:

Code: Select all

modelbin → materialbins → swatchbins > materials\materialbin_name\swatchbins
modelbin → swatchbin > materials\swatchbin
The only required thing is having car archive and required library (Materials.zip, Textures.zip and their 'pri' variants).
* Repacked variants of archives will work too, if they do not lack of required files.

Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw

With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).

* UV-scale done manually
Image
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shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

xInno3Dx wrote:@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename
very unsure :D ; fixed with -jm9; thanks for reporting!
Lord Neophyte wrote:sure man sure
still waiting for the final "automatic positioning" feature :-)
This will not become part of the Make_H2O-ForzaHor3 project because of lack of time/motivation.
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?"
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Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann »

shakotay2 wrote:It's 0.811206, -0.740454, 0.601394 for the doorHandleLF, works like a charm, then, door position ok.
And you don't have a problem (mentioned here) with RF door parts position in Blender?..
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Frazzlee »

zwrtron wrote:Hey, I would like to share our progress with Modelbin Textures Collector - update 2.

Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.

Structure:

Code: Select all

modelbin → materialbins → swatchbins > materials\materialbin_name\swatchbins
modelbin → swatchbin > materials\swatchbin
The only required thing is having car archive and required library (Materials.zip, Textures.zip and their 'pri' variants).
* Repacked variants of archives will work too, if they do not lack of required files.

Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw

With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).

* UV-scale done manually
Image
Does this mean we don't have to separate by materials or find Textures
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