Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Forza Motorsport Resource Extraction (.carbin)

Post questions about game models here, or help out others!
User avatar
Ernegien
mega-veteran
mega-veteran
Posts: 160
Joined: Wed Mar 24, 2010 6:27 am
Location: Illinois, USA
Has thanked: 12 times
Been thanked: 158 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

LOD0 wheel extraction should also now be supported. LOD1-5 wheel models appear mangled and likely always will as I don't care to look any further into those right now...

http://codeescape.com/temp/FM4Studio_Al ... -12_v2.zip
bacarlitos
n00b
Posts: 11
Joined: Wed Jan 04, 2012 6:59 pm
Has thanked: 21 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by bacarlitos »

Ernegien you are a genius!!!
Thank you very much the cockpits and bodies that was failing now work perfect!!!
It is amazing now that we can get the calipers!!!
HAve a great one!!
JDougNY
ultra-n00b
Posts: 9
Joined: Thu Oct 28, 2010 1:44 am
Has thanked: 7 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by JDougNY »

Ernegien wrote:LOD0 wheel extraction should also now be supported. LOD1-5 wheel models appear mangled and likely always will as I don't care to look any further into those right now...

http://codeescape.com/temp/FM4Studio_Al ... -12_v2.zip
This was the same situation in Forza 3...only the Lod0 wheel was good in the (Lod0) Wheel carbin file. This is not a problem, because we can get the Lod1-5 wheels from the carbin file that provides us the Lod1-5 vehicle models.
Last edited by JDougNY on Sun Apr 01, 2012 3:41 am, edited 1 time in total.
D1Racer
n00b
Posts: 16
Joined: Mon Jun 07, 2010 2:21 am
Has thanked: 1 time

Re: Forza Motorsport Resource Extraction (.carbin)

Post by D1Racer »

This is great news that we can now open LOD1-5 meshes, thank you very much. About the mapping problem, it is not such a big deal to edit the UV Mapping ourselves.
toolieo
veteran
Posts: 123
Joined: Sun Mar 21, 2010 2:16 pm
Location: Australia
Has thanked: 6 times
Been thanked: 3 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by toolieo »

Ernegien wrote:LOD0 wheel extraction should also now be supported. LOD1-5 wheel models appear mangled and likely always will as I don't care to look any further into those right now...

http://codeescape.com/temp/FM4Studio_Al ... -12_v2.zip

I think I just jizzed.. :] Thank you Ernegien for the update.
Image
User avatar
Ernegien
mega-veteran
mega-veteran
Posts: 160
Joined: Wed Mar 24, 2010 6:27 am
Location: Illinois, USA
Has thanked: 12 times
Been thanked: 158 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

AirOne wrote:Sorry, mistake on new area on my second sample...
Here is my suggestion:
Image
I've been looking into the texture scaling issues and am in need of some help on how to view the UV maps in a modeling program such as blender or 3ds. If someone could point me in the right direction with a quick tutorial it would be much appreciated :)
gpfan
beginner
Posts: 33
Joined: Fri Apr 01, 2011 7:59 pm
Has thanked: 21 times
Been thanked: 14 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by gpfan »

Ernegien wrote:
AirOne wrote:Sorry, mistake on new area on my second sample...
Here is my suggestion:
Image
I've been looking into the texture scaling issues and am in need of some help on how to view the UV maps in a modeling program such as blender or 3ds. If someone could point me in the right direction with a quick tutorial it would be much appreciated :)

For 3ds it´s easy, import the object, go to "Modifiers" tab, dont forget to select the object first!
Image

Scroll down until you find "UV Coordinates" in the sub menu chose "Unwrap UVW"
Image

Now, it will appear a new window in your right side, clic on "edit"
Image

A new window will open, from now on the editing will be happening in this window, you will be able to adjust the uv and do everything you need to see there.
Image

i tried to go straight to youe concern, hope you understand my mini tutorial!!!!
User avatar
Ernegien
mega-veteran
mega-veteran
Posts: 160
Joined: Wed Mar 24, 2010 6:27 am
Location: Illinois, USA
Has thanked: 12 times
Been thanked: 158 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Thanks for the quick tutorial gpfan, it was exactly what I needed to start looking into this stuff. After spending a couple of hours ripping my hair out this morning I think I've finally figured out the UV scaling formula. Each carbin sub-part contains separate UV X and Y scale factors and offsets in the header, among other data I have yet to make sense of.

I'm currently only extracting the first set of UV coordinates, and I've only tested this on the body sections of a few vehicles, so it may still need a bit of work. Please try it out when you get the chance and let me know what's still missing...

http://codeescape.com/temp/FM4Studio_Al ... -12_v2.zip

Image
Image
JDougNY
ultra-n00b
Posts: 9
Joined: Thu Oct 28, 2010 1:44 am
Has thanked: 7 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by JDougNY »

@ Ernegien

I just did a quick check of a random car (Lod0) and all of the mapping seemed correct for headlights/taillights, interior, steeringwheel, wheels. Looks like you're on the right track. :)

Edit: the mapping for the exterior (body) seemed fine, too
ram202
n00b
Posts: 17
Joined: Wed Apr 14, 2010 3:46 am
Location: Russia
Has thanked: 9 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by ram202 »

tool not start :( :( :(

P1: forza studio.exe
P2: 1.0.0.0
P3: 4f788771
P4: Forza Studio
P5: 1.0.0.0
P6: 4f788771
P7: 5a
P8: 189
P9: System.NullReferenceException
P10:

framework & xna setup (windows 7)

Forza Studio.vshost.exe
9.0.30729.1
488f1c9b
KERNELBASE.dll
6.1.7601.17651
4e211319
e0434f4d
0000b9bc
gpfan
beginner
Posts: 33
Joined: Fri Apr 01, 2011 7:59 pm
Has thanked: 21 times
Been thanked: 14 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by gpfan »

Thanks my freind for this update, now we are able to have proper uv map on every part of the model and all lod´s, i will continue testing but finally we have what we were waiting for, big thanks to you Energien!!!!
MMWsmokey
beginner
Posts: 38
Joined: Sat Dec 19, 2009 6:34 pm
Has thanked: 10 times
Been thanked: 4 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by MMWsmokey »

opening of carbins works fine. no problems. uv mapping seems fine so far but will test some more. pretty damn awesome still and didnt expect the update anymore, thank you very much ernegien. :)
Rapid X
ultra-n00b
Posts: 2
Joined: Mon Oct 10, 2011 12:16 pm
Been thanked: 1 time

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Rapid X »

First off I want to thank you Ernegien for your hard work and patience on this program. :keke:

I've tried the latest version, I see you fixed the mapping..I tested the mapping on wheels and body parts and it works flawlessly..thanks for that, we were really missing it. :)

Although lower LOD wheels don't work yet..

Image

I hope you will fix it soon.
Thanks for your effort. :wink:
mus001
n00b
Posts: 16
Joined: Sun Dec 11, 2011 7:28 pm

Re: Forza Motorsport Resource Extraction (.carbin)

Post by mus001 »

THAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNKS

Im very happy :mrgreen: :mrgreen: :mrgreen:
MMWsmokey
beginner
Posts: 38
Joined: Sat Dec 19, 2009 6:34 pm
Has thanked: 10 times
Been thanked: 4 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by MMWsmokey »

Rapid X wrote: Although lower LOD wheels don't work yet..
you can find them in car's lod1-5.carbin file together with the rest of the car
Post Reply