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Forza Motorsport Resource Extraction (.carbin)

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Nobby
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Nobby »

Any news or updates for this ?? seems ages since the last update :)
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Ernegien
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Yeah it's been a while and I've been rather busy lately. Things are slowly progressing behind the scenes and I'll be sure to keep you guys updated...
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by ibanezjem »

how about adding an attach tool into forza studio? like attach by texture or group or you choose what to attach, that would make having to sift through and attach parts a thing of the past considering the sheer amount of little parts.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by bigBear »

ibanezjem wrote:how about adding an attach tool into forza studio? like attach by texture or group or you choose what to attach, that would make having to sift through and attach parts a thing of the past considering the sheer amount of little parts.
Thats a stupid idea.
If that will be implented, you'll double the polycounts since F3 models
have many times copied parts.
Better just leave like this now and no attach tool.
You'd better off attaching the models in a 3D apps.
And heck, thats more easier in 3D apps!
And attach by textures? Come on, what you want if there is texture materials and even
material lists wich makes alot easier.
Just put the model and the .mtl in same folder so the textures materials will be loaded.

So all what you ask...can be done in 3D apps.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by VladyF »

the only thing that bothers me about this importing program is that some little details like badges/ keyholes/interior bits look like they've been chewed bcuz of the bad verts

Other than this is great :D
ibanezjem
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by ibanezjem »

bigBear wrote:
ibanezjem wrote:how about adding an attach tool into forza studio? like attach by texture or group or you choose what to attach, that would make having to sift through and attach parts a thing of the past considering the sheer amount of little parts.
Thats a stupid idea.
If that will be implented, you'll double the polycounts since F3 models
have many times copied parts.
Better just leave like this now and no attach tool.
You'd better off attaching the models in a 3D apps.
And heck, thats more easier in 3D apps!
And attach by textures? Come on, what you want if there is texture materials and even
material lists wich makes alot easier.
Just put the model and the .mtl in same folder so the textures materials will be loaded.

So all what you ask...can be done in 3D apps.
REALLY????? WOW...... end sarcasm

what i meant was being able to attach things while they're still in their groups, instead of sifting through a long list of parts.
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Ernegien
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Honestly I still have no idea what you're talking about. Each sub-part (leaf node) is named after its texture and I export a materials file with the obj so all textures are mapped to their respective sub-parts. They are required to be unattached so that you can apply proper textures. Adding functionality to condense similar-textured parts into the same groups would just be useless, since these are things I'm assuming you can easily do with modeling applications. My tool is there to provide the lowest level extraction functionality possible, and you can do the rest in whatever modeling app you choose...
ibanezjem
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by ibanezjem »

when you open the .cabin file everything is nice in tidy in their sub groups
like
bumperfa
bumperfb
ect, when you export them into the obj it loses the sub groups and you have a list of like 100 parts to sift through and attach because they go to the same texture, what i was suggesting is an attach tool to give the user an option to attach some of the parts together while still in forza studio instead of spending alot of time clicking through a huge list and finding out what's clear light glass and what goes to the no damage texture and so on.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Tosyk »

ibanezjem wrote:when you open the .cabin file everything is nice in tidy in their sub groups
like
bumperfa
bumperfb
ect, when you export them into the obj it loses the sub groups and you have a list of like 100 parts to sift through and attach because they go to the same texture, what i was suggesting is an attach tool to give the user an option to attach some of the parts together while still in forza studio instead of spending alot of time clicking through a huge list and finding out what's clear light glass and what goes to the no damage texture and so on.
Maybe in forza studio on export to obj automatically create Dummy with name of the group and link objects to it?
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gksdlqq
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by gksdlqq »

Does forza studio still not supporting asian OS?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by gtasamimi »

I have a question.
I looking tire model of lod0
I can find tire model of lod1-lod5 and rim model of lod0-lod5 into wheel folder>car name.carbin
but I cant find tire model of lod0
I think Shared folder into tire texture of lod0 (sidewallA,sidewall_NRM,treadA,treadA_NRM)
Where into tire model of lod0 ?
or this model not exist?

sorry my english is bad...
Thanks :)
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by guki »

i think it was in the wheels folder - files tirea.zip tireb.zip tirec.zip - the mesh is allways the same
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by gtasamimi »

>guki
Thanks! I can find the model :)
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Progress :)

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by ajmiles »

Hello Maple Valley.

You got a few issues at turn 1?
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