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Forza Motorsport Resource Extraction (.carbin)
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
looks nice veegie. I guess someone found the offset or did you rearrange the objects manually?
has material name been loaded too or also all manual?
has material name been loaded too or also all manual?
Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
hi, how about forza 2 ? In this game too uses files .cabin (sorry for my english)
Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
I know that this theme forza 3 , but in Forza 2 is the same file format
- Ernegien
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
Me and Veegie figured out that the exporter works fine, and the reflective problems he has been experiencing is related to exporting information from 3ds to Maxwell. Individually, importing and rendering works fine in both, but something goes wrong in the transfer between the two. Here's the updated source with a few extra visual options that I haven't really organized into a proper menu yet. Lots of things still need fixing but this is where I'm at so far...
Forza Studios
Forza Studios
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
No idea what I'm making wrong, but I have this errors as well...
There IS something wrong
If this helps you, I get this Errors while Importing Car Meshes in Maya:
(Exported from Forza Studio in Blender - Cars looking "Bumpy" there too. And then from Blender dae Export to Maya)
There IS something wrong
If this helps you, I get this Errors while Importing Car Meshes in Maya:
(Exported from Forza Studio in Blender - Cars looking "Bumpy" there too. And then from Blender dae Export to Maya)
Code: Select all
The plug-in has detected mesh nodes containing polygons with overlapping vertices.The following objects have been automatically cleaned up:
Mesh_131
Mesh_130
Mesh_129
Mesh_128
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Mesh
- Ernegien
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
Yes, something wrong with Blender or Maya
Basically, Forza models don't seem to play nice with anything other than Max. Currently, I do not export any smoothing group information (if there even is any), aside from per-vertex normals. Max seems to be able to calculate smoothing information automatically on its own just from the normals given (as well as the directx rendering engine). It works fine in Max, it's what the Forza 3 devs used, and unfortunately I'm not really interested in making it work in anything else at this current moment...
Basically, Forza models don't seem to play nice with anything other than Max. Currently, I do not export any smoothing group information (if there even is any), aside from per-vertex normals. Max seems to be able to calculate smoothing information automatically on its own just from the normals given (as well as the directx rendering engine). It works fine in Max, it's what the Forza 3 devs used, and unfortunately I'm not really interested in making it work in anything else at this current moment...
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
Ernegien, do you export to .max? does .max support vertex normals? I wouldn't think it does.
btw when multiplying the coordinates with the scale factor, do you convert both values to 32bit float before multiplication? just to be sure no additional precision is lost.
the 16bit floats are not very precise so some inaccuracy is to be expected as we also seem to find. the only way to fix it is some semi fancy algorithm that uses the vertex normals and the general shape to estimate a more precise position for a smoother surface. but not easy and not critical. can be added when everything else is done
btw when multiplying the coordinates with the scale factor, do you convert both values to 32bit float before multiplication? just to be sure no additional precision is lost.
the 16bit floats are not very precise so some inaccuracy is to be expected as we also seem to find. the only way to fix it is some semi fancy algorithm that uses the vertex normals and the general shape to estimate a more precise position for a smoother surface. but not easy and not critical. can be added when everything else is done
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
The "damaged" areas you see there are bad shading caused by improper smoothing. Blender tries its best, but it's just not good enough...
Dan, this definitely isn't a precision issue here. Vertex normals are a pretty basic feature that virtually all modeling programs will recognize. Max's smoothing algorithm seems to use them differently than the others, as everything shows up correctly in Max.
Dan, this definitely isn't a precision issue here. Vertex normals are a pretty basic feature that virtually all modeling programs will recognize. Max's smoothing algorithm seems to use them differently than the others, as everything shows up correctly in Max.