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Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Wed Nov 10, 2021 5:21 pm
by dimis9138
shinzef wrote: Wed Nov 10, 2021 3:35 pm
dimis9138 wrote: Tue Nov 09, 2021 4:14 pm
shakotay2 wrote: Sun Nov 07, 2021 12:33 pm
About re-positioning and related posts is there a fix somewhere for not having to reposition everything manually? I am unfortunately getting this error with gr2 to dae:

EDIT: Nevermind, need latest version of the tool. Now I just need to figure out how to properly apply the .dae skeleton to the model.
would u mind to share the link for gr2 to dae
Just look it up in the motorsport thread, it's called Export Tool, v1.15.10, lmk if you find a way to properly align all parts automatically or the correct scaling x.

Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Tue Nov 16, 2021 2:11 pm
by shakotay2
The tool mentioned to be found here:
https://github.com/Norbyte/lslib/releases

Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Tue Nov 16, 2021 8:02 pm
by mrsaturn29
Hi, how do I open and convert the avatar/clothing models and textures?

Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Thu Nov 18, 2021 12:49 pm
by shakotay2
I have no idea but I gave the moving of parts another try, Megan RS here:
.
MeganeHood.jpg
I changed the position to avoid an overlap at the front of the car but
as you can see there's an assumed gap still. (You need some place for the wipers, yes, but looks strange to me.)

start position x,y,z of hood after obj import to blender: 0.0 -0.10204 0.63490
adding delta 0.0 0.75162 0.95922 manually -> result a) 0.0 0.64958 1.59412

using offsets for hood from skeleton.modelbin (or from .gr2/.dae)
0.000000 0.755660 0.961928 -> result b) 0.0 0,653621 1,596828

(For the trunk it was ok.)

Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Sat Nov 20, 2021 11:40 pm
by shakotay2
Some final thoughts from my side concerning wrong uvs for FH5 models (keep in mind that the tool linked in my sig was for FH3 - I will not dig into this again for FH5.)

But I checked those uvs using hex2obj to get a clue.

The result for wrong uvs: the adresses are "off" (by 12 bytes in this case, wing_race).
Here's a picture (right part: VW_SciroccoR_11\scene\Exterior\Trunk, wing_race.modelbin)

As you can see on the left, glassF_a uvs are ok
but things go bad for other parts as is wing_race (btw, scale is wrong here, because hex2obj can't correct it).

The wing seems to be devided up "internally" into two parts concerning the uvs, I got one only with a count of 1053 (1453?).
well, complicated, as always... (I thought it were the glassF uvs again, but they're different.)
.
VW_Scirocco.png

Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Tue Feb 08, 2022 6:08 pm
by mrsaturn29
Please, how do I extract the avatar clothing models and textures? Would ninjarip work for getting those models? I really want to access the clothing models in this game, but all I see is about the car models (tried importing clothing model in the one program used for the cars and it didn't work).

Re: Forza Horizon 5 ( .modelbin and other bunch of stuff )

Posted: Fri Nov 11, 2022 7:59 am
by shakotay2
Another year has come and gone, so
as I wrote here:
shakotay2 wrote: Sun Nov 07, 2021 12:33 pm
5 year old tool for Forza Horizon 3 seems to work for some models in FH5. But no guarantee, so use this on your own risk (read the readme in the zip file).
.
Make_H2O-ForzaHor3-jm9 (exes).zip
(Don't have access to zippyshare any more so you may try the link here for yourself
shinzef wrote: Mon Nov 08, 2021 6:46 am
to asure it's the same .zip file.)