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Forza Motorsport Resource Extraction (.carbin)

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

Post by Dan Frederiksen »

forget that terzer
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by revelation »

Well, as promised, here is an update version of Forza Studio that should allow you to open most carbin files, though mainly the base carbin files that contain the other lod levels. i am a c++ programmer and not up on much of the c# additions i probably just jammed things in around the parts that were there that weren't complete. Still kind of a hack, but maybe this will allow us to find out the other missing bit to get past the beginning data in a more clean manner. i meant to delete the commented out code beforehand, but i forgot. There should also probably be a way to select car pieces by LOD level as there can be up to about 5 or so different resolution models rendering at a time.

Hope it helps (and i didn't break anything in the process).

Also, if there is anyone with experience disassembling direct3d/360 shaders i could use your help, heh.

http://www.sendspace.com/file/2e535k
terzer
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by terzer »

Image
Image both can't import it correctly, when exported with the new release.

minime891 also reporting such problems
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by TomWin »

if is a precision issue then it very low precision, because cant explain other words how the models looks like

yes here doesnt look that bad (untill I export from 3dsmax)
Image
but polys structure is just horrible (looks like mountains lol)
Image

no idea what it is, I know nothing of C++, but I do model cars and I never seen something like that.

One theory could be that developers put some protection that don't allow export models correct from game.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by revelation »

Ooops, sorry about that, i forgot to update one of the position values so it was exporting in normalize coordinates.

http://www.sendspace.com/file/9zddj1

Try that one, the export works for me, but since i compiled it that usually the case, heh.
terzer
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by terzer »

thanks, it worked, the exported models are better, but there are still problems with the precision.
anyways, Thanks!
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by revelation »

Oh sorry, this was not an update related to precision issues, or whatever the actual cause will eventually turn out to be. This should add support for loading the other carbin files that did not load originally because of the hard-coded values in the loading code. So now the other 5 LOD level that are in bmw_m3gtr_05.carbin, bug_veyron_09.carbin, and other base carbin files, as well as the caliper and brake files, etc. At least so far, still testing carbin files, so if you find any that don't work, let me know.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by toolieo »

Thanks!

Does this also allow opening of rim files? Cause there is some custom rims that did crash the Forza studio.
Image
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by minime891 »

toolieo wrote:Thanks!

Does this also allow opening of rim files? Cause there is some custom rims that did crash the Forza studio.
I dont think it does as i have tryed it and it failed for me.

Also models are good in milkshape 3d but again when you export it screws up.
http://i41.tinypic.com/28tid88.jpg
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by revelation »

Ok, i will see if i can get wheels working. i can get past the header differences, but as i feared, there are actually carbin files that have valid data for both vertex sections. i'll have to check the other types when i get the chance.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

And tyres too please :)
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by revelation »

i thought those were in the same files (the ones in the Wheels directory)?

the vertex data is split between two possible locations. Location 0 is for LOD1+ and Location 1 is for LOD0 data. Since i now know it is possible for files to have both sections valid at the same time, some changes need to be made in order to keep both sets of data around and pull from the correct one based on the LOD. Hopefully it won't take me too long, and i will apologize in advance to the original creator for butchering his code base, heh. Hopefully it won't be too hard to clean up after the fact.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

I found a big error ;)

I opened the ast_009_dbr9_08.carbin and there are some lods for every part (lod1, lod2, lod3, lod4, lod5)

I can Display/Hide them, all working fine.

Lod1:
Image
....
Lod5:
Image

But if I want to export this, all Lods are joined together in one part. Maybe one Solution is to create a new loop which names the several Parts partname_lod1 partname_lod3 and so on? The lod0 File doesn't need this loop... hm

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

Post by revelation »

Yes, sorry, i forgot to carry that over from my test code. i will add the lod number to the group name. And wheels seem to work now, so hope to post that soon for everyone to test.
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Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)

Post by Simon »

Great, Thank you :)

What about working together with Ernegien ;)
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