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Forza Motorsport Resource Extraction (.carbin)

Post questions about game models here, or help out others!
Simon
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

How to convert the textures to DDS?
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by ajmiles »

Image
Full size: http://aj.uwcs.co.uk/f3/BMWDash.png
Image
Full size: http://aj.uwcs.co.uk/f3/BMWPanel.png
Image
Full size: http://aj.uwcs.co.uk/f3/BMWRear.png

X and Y of the second Half4 are the texture coordinates, but in reverse order (yx).
The interior texture is a 512x512 DXT5 which for in-game driving is probably quite adequate (but also the reason photo mode doesn't let you inside the car). The exterior texture is 2048x2048 but is only really that large because of the 'damage' (Scrapes, marks) data.

As for conversion, it'll take me a little while longer to refine the tool, at the moment it doesn't support the mipmaps and I've yet to find where in the file the width/height are stored, so it is rather a hack job at the moment. But you really aren't missing anything not having them.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Ernegien »

Here's the updated source for my extraction tool. I went ahead and flipped the z component of the position and normal and that seems to fix the smoothing problem. Also got my render code working decent. Lots of work still to be done, but the model extraction part should be pretty close to being finished, except for skins and whatever other goodies are in the vertex format :)
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Simon
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

Hello :)

Great work but I think the smoothing isn't really fixed:

Image
Image
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by ajmiles »

How is it that you're rendering both the outside of the car as well as the cockpit? When I looked at those two models separately it looked to me like they both included some of the same geometry.

For example, when I rendered the outside of the car, you can see the entire front doors, on the cockpit model you get the top of the doors. If you render both of those at the same time you're going to end up with the top of the doors twice. Are you manually removing some of the geometry when you import it so there's no overlapping?
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

Yes, first I Import lod0 and then cockpit.

And I remove all existing geometry from cockpit (ok to lazy on the window border for this picture but body part is deleted)

Another Question:

Where are the liverys stored??

And is it possible to import the other things like caliper, discs from car folder and complete wheels, not only rims on /wheels/carname/carname.lod0.carbin ??

I attached a new sample: Ferrari #72 Team Alphand Aventures 550 Maranello GTS :)
Download: http://ul.to/krbksz

But I dont know where the hell are the livery is?! Maybe in nodamage_lod0.xds ??

Image
Image
Image
Image

Edit #53753793476 :D

It seem's I am right. I attached a 2048x2048 DXT5 DDS Header and there is much blue like the ferrari:

Image

But I don't have any deswizzle experience or whatever is needed ;)
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Veegie »

I'm not sure if it's a problem with the exporter or 3ds max's importer.
But:
The smoothing groups are seemingly perfect, but come render time they fall apart.
Image
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by ajmiles »

Yes, the "race" cars that have a race livery on them almost certainly do have this stored in the texture itself, as you don't buy the car in different colours like you would a Fiesta or BMW. The only cars I have (the ones from this forum) are all road cars, so don't contain texture information for anything other than the interior and badges on the outside, the rest would be pixel shaded whatever colour the car was currently painted.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by CodeWrestler »

Good work so far guys.

Stupid question - how do you get the car files? I don't have a XBox 360 but I do have the Forza 3 DVD.

Thanks.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

wx360 should Work ;)

No idea if you can use it, here are all shared Textures from the shared folder: http://ul.to/ezte3p

And here the content of brakes folder maybe usefull too :) http://ul.to/maqkc7
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by ALYX »

Another stupid question. Who knows how to extract resources from DLC files such as this ?

Code: Select all

http://uploaded.to/file/5fxhrh/Forza.3.Hyundai.Car.Pack.DLC.XBOX360-FYK.rar
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

wxPirs ...
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by toolieo »

I really appreciate the work being put into this from everyone involved. I will be honest I cannot wait for the final, or at least more stable version (textures, fixed smoothing etc) :P

I did a small import test within Test Drive Unlimited, with the Ferrari 458 Italia.
(Ignore the skyline rims and interior, I use it as a base for the car to work)
Image

Keep up the excellent work!
Image
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

I found another problem :(

I tryed to Open the A4 Touring Car (=DTM) but the program is Crashing.

It's not the only car which is crashing. If you want I can test all cars and give you a list from the "wrong" cars.

Here is the Error Log from the A4

Code: Select all

Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei ForzaMotoRipper.Form1.mnuOpen_Click(Object sender, EventArgs e)
   bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
ForzaMotoRipper
    Assembly-Version: 1.0.0.0.
    Win32-Version: 1.0.0.0.
    CodeBase: file:///C:/Users/Simon/Desktop/ForzaMotoRipper.exe.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
Microsoft.Xna.Framework
    Assembly-Version: 3.1.0.0.
    Win32-Version: 3.1.10527.0 built by: xnabldr.
    CodeBase: file:///C:/Windows/assembly/GAC_32/Microsoft.Xna.Framework/3.1.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.dll.
----------------------------------------
msvcm90
    Assembly-Version: 9.0.30729.4926.
    Win32-Version: 9.00.30729.4926.
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.4926_none_508ed732bcbc0e5a/msvcm90.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
And the A4 Download for Testing :)

http://ul.to/a72mnl

(Cockpit File is working for me)
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Ernegien
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Ernegien »

My bad :keke:

Heres the updated source and binary as usual. I've been playing around with rendering normals to try and figure out what's going on. If you flip the x and y and then invert everything it seems to be much more perpendicular than before, but all of that is commented out for now...

Image
Image
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