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!
nick22savino
beginner
Posts: 23
Joined: Sun Jan 22, 2017 4:03 pm
Has thanked: 5 times
Been thanked: 6 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by nick22savino »

Andrakann wrote:
nick22savino wrote:does someone have the RR wraith for me the doors only? cause the file is corupted from gamemodels sadly :/
Dev version here. Btw, no visible difference with dumped one from GM, according to filesizes. Maybe it's wrong reading of data for doors, not corrupted file.
thankyou for the file :D
Gh0stBlade
Moderator
Posts: 719
Joined: Mon Jul 05, 2010 8:55 pm
Has thanked: 20 times
Been thanked: 496 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Gh0stBlade »

Hey everyone!

It appears that yet again, there have been several posts in this thread that have breached our forum rules. As a result, the offending posts have been removed.

I would like to remind you all. If you have an issue with someone or feel they're being disruptive. Please do not insult them, use the report button and ignore the said person. You can also add users to your ignore list. When filing reports, ensure that you explicitly state why you have chosen to report the post in question. Reports which demand the Moderation team to perform a said request or contain foul language aren't permitted. Such reports are also in breach of our forum rules.

Cheers.
Click the thanks button if I helped!
Frazzlee
advanced
Posts: 50
Joined: Thu Jan 12, 2017 9:11 pm
Location: Guangzhou, Guangdong
Has thanked: 17 times
Been thanked: 13 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Frazzlee »

models will be uploaded here in native format (.bin)
https://github.com/ForzaRip
RemcoJZA80
ultra-n00b
Posts: 4
Joined: Mon Feb 22, 2016 2:31 pm
Been thanked: 2 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by RemcoJZA80 »

Just a heads up, I've noticed, when using the tool the models get mirrored in the end, very noticeable with the engines
zimex25
veteran
Posts: 143
Joined: Thu Feb 04, 2016 9:20 pm
Has thanked: 19 times
Been thanked: 13 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by zimex25 »

Anybody know how import model with detach LOD?
thedoc
n00b
Posts: 10
Joined: Sun Aug 10, 2014 4:13 pm
Has thanked: 1 time
Been thanked: 1 time

Re: Forza Motorsport Resource Extraction (.carbin)

Post by thedoc »

How is the quality/poly count of the FH3 models compared to the FM4 Autovista ones?
If the model exists in a previous chapter is it possible to recover the textures from that model instead of make all that process to get them?
User avatar
Andrakann
ultra-veteran
ultra-veteran
Posts: 392
Joined: Wed Jul 06, 2011 8:47 am
Location: Russia
Has thanked: 974 times
Been thanked: 192 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann »

shakotay2 wrote:There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin)
Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)?
Btw, nice progress in version "i", all UV variants have standalone meshes :)
But for UV scale testing we have only textures for UV2-5 (scratches, AO, radiosity, mud/snow), maybe cars with liveries have something for UV1...
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

Andrakann wrote:
shakotay2 wrote:There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin)
Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)?
Adding a selector is not a problem, but currently I don't know enough (nothing, to be honest) about the uv channels.
When I spoke about "regions" I didn't mean channels; it's just like having an object with say 1000 verts where the "uv regions" have a count of 500, 300, 100, 50, 50 (=1000 in sum).
(I had used these counts to create groups (what I assumed to be LODs, so 5 lods in this example) in former versions but it wasn't the very best solution as you may know.)
Btw, nice progress in version "i", all UV variants have standalone meshes :)
ok, so you say, one uv "variant" per "lod"? "variant" means "channel", so it's no lods?

With the autocreation of groups we get more of them (> 5 in most cases!) but it's just a "stupid" algo I use which doesn't care for uv channels (or let's say accidentally :D ).

I found some other data with the same counts as above (500, 200, ... , 50) which I could think of to represent a second uv channel
(but might also be normals).
But for UV scale testing we have only textures for UV2-5 (scratches, AO, radiosity, mud/snow), maybe cars with liveries have something for UV1...
well, didn't apply textures so far, guess I'll know more after I've done that...
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
User avatar
Andrakann
ultra-veteran
ultra-veteran
Posts: 392
Joined: Wed Jul 06, 2011 8:47 am
Location: Russia
Has thanked: 974 times
Been thanked: 192 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann »

shakotay2 wrote:ok, so you say, one uv "variant" per "lod"? "variant" means "channel", so it's no lods?
Hmm, let's clear this things :)
I tested it only with one mesh so far - AST_DB11_17\scene\Exterior\SecondaryLights\taillightL_a.modelbin
Version "f" of Make_H2O gives me this result:
Image
No LODS and mess in UV.
Version "gc" gives this:
Image
Good LODS, but without submeshes and UVs is mixed.
And version "i" gives this:
Image Image Image
LOD0 have 3 submeshes, UVs of first one looks messy, but it's a glass object, probably untextured, maybe it's normal.
Submeshes 2 and 3 have UVs for different textures (they crossed in bottom part), and they separated, it's good :)
So, "variant" means "different texture layout".
And channel is wrong for AO textures:
Image Image


Upd: This Ford Ranger model (textures converted, also to PNG) is perfect for UV channels testing, because it have 3 different body textures, so we can test 3 UV channels:
Image Image Image Image
Livery, damage, AO and badges - I have no idea how they applied.
How it looks: https://www.youtube.com/watch?v=iUmQl23j128

But I have problems with conversion of body_a.modelbin, only 5 meshes with weird names appears:
Image
Dennissaurus
beginner
Posts: 30
Joined: Tue Aug 12, 2014 4:16 pm
Has thanked: 9 times
Been thanked: 1 time

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Dennissaurus »

Can someone who has the DEV version, please help me to get some files?

For example the 2016 Honda civic Type R :D


Thanks.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

Andrakann wrote:LOD0 have 3 submeshes,
so taillightL_a, taillightL_a_000 and taillightL_a_001? How'd you know which groups build one LOD? (In the end it's trial 'n error to decide whether a _a_xxx group belongs to the previous or the next LOD, isn't it?)
OMG, I don't think, that I'll have the time to get that far with proper groups, since as you may know the auto grouping is done by brute force more or less. :D
But I have problems with conversion of body_a.modelbin, only 5 meshes with weird names appears:
should be fixed by the updated version (this bug was reported by minime891 first, thx)

(But there's a lot of vts missing in the body_a atm.)

well, applying the textures is even harder than expected (engineBay_a_AO for FOR_RangerT16-engine with forced grouping each 2500 face indices), Looks like it's the wrong uv map:
FOR_RangerT6-Tex-AO.jpg
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
zwrtron
beginner
Posts: 34
Joined: Sat Jun 13, 2015 11:27 pm
Location: Slovakia
Has thanked: 10 times
Been thanked: 83 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron »

NVidia DDS plugin for Photoshop does not support DX10 dds ? It shows blank (black) image, while DDS converter shows it correctly.
Last edited by zwrtron on Fri Jan 27, 2017 2:50 am, edited 3 times in total.
javadst
n00b
Posts: 11
Joined: Fri Jul 29, 2016 3:23 pm
Has thanked: 19 times
Been thanked: 1 time

Re: Forza Motorsport Resource Extraction (.carbin)

Post by javadst »

Hi.
I use this version "Make_H2O-ForzaHor-i1.zip".
I have an error message - what does it mean? (Previous Versions worked fine). :cry:
You do not have the required permissions to view the files attached to this post.
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: Forza Motorsport Resource Extraction (.carbin)

Post by Tosyk »

shakotay2 wrote:well, applying the textures is even harder than expected (engineBay_a_AO for FOR_RangerT16-engine with forced grouping each 2500 face indices), Looks like it's the wrong uv map:
FOR_RangerT6-Tex-AO.jpg
I supposed this uv used only red channel of that texture.
Thank you for all you do here
my blog | my forum
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4291
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1151 times
Been thanked: 2244 times

Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

javadst wrote:Hi.
I use this version "Make_H2O-ForzaHor-i1.zip".
I have an error message - what does it mean?
It means that the large array for faces isn't large enough. :D
In the MakeH2O_log.txt file search for # FIs, where the cnt is greater than 100000. Then send me the belonging modelbin(s), please:
# body_a.modelbin
# FIs' cnt: 125853
Tosyk wrote:I supposed this uv used only red channel of that texture.
Why?
(The orange color is just the marker for selected uvs in blender.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Post Reply