there in the obj when imported to blenders https://gyazo.com/d4ac02bc024488ecc781ae7c94557cdc the fourth line starts materialFrazzlee wrote:Where are they listed?nick22savino wrote:could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed?
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Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
No, it's leaked developer version, initially non encrypted.Frazzlee wrote:will they be decrypted though?Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
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Re: Forza Motorsport Resource Extraction (.carbin)
For FH3 this is not as easy as you may think of. Have a look at Andrakann's post:nick22savino wrote:could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed?
viewtopic.php?f=16&t=4256&p=126817&hili ... ty#p126817
and you'll find out that a scanning of material.bins is required and some more. This will not become part of the Make_H2O-ForzaHor3 project because of lack of time/motivation.
It should be a separate project, the required coding skills are supposed to be simple but it's a tedious task.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)
ah , installing now thenAndrakann wrote:No, it's leaked developer version, initially non encrypted.Frazzlee wrote:will they be decrypted though?Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
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Re: Forza Motorsport Resource Extraction (.carbin)
Thank you so much. That's great that there are all separated files.Andrakann wrote:No, it's leaked developer version, initially non encrypted.Frazzlee wrote:will they be decrypted though?Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
It's really sad we pay for game and we get stupid encrypted files
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Re: Forza Motorsport Resource Extraction (.carbin)
I'm not sure if anyone took care for the positions of movable parts seriously;
the problem I see is that the bone's tail position (boneDoorRF here) and the doorHandleRF location don't fit exactly when placing manually.
(other than the mesh the bones aren't un-mirrored so far, so LF and RF are swapped) When using the values from the dae, it's totally shxt (lower part of pic).
Ued the values from the dae, adding the x,y,z components from root and child boneDorrLF (doorHandleLF):(maybe I made some mirroring mistake?)
the problem I see is that the bone's tail position (boneDoorRF here) and the doorHandleRF location don't fit exactly when placing manually.
(other than the mesh the bones aren't un-mirrored so far, so LF and RF are swapped) When using the values from the dae, it's totally shxt (lower part of pic).
Ued the values from the dae, adding the x,y,z components from root and child boneDorrLF (doorHandleLF):
Code: Select all
<node id="Bone_root_boneDoorLF" name="root_boneDoorLF" sid="root_boneDoorLF" type="JOINT">
<matrix sid="Transform">0.999994 0.000000 -0.003383 X:-0.922483 0.000000 1.000000 0.000000 Y:1.707396 0.003383 0.000000 0.999994 Z:0.827334 0.000000 0.000000 0.000000 1.000000</matrix>
<node id="Bone_boneDoorLF" name="boneDoorLF" sid="boneDoorLF" type="JOINT">
<matrix sid="Transform">0.999994 0.000000 0.003383 X:0.111272 0.000000 1.000000 0.000000 Y:-1.106002 -0.003383 0.000000 0.999994 Z:-0.086873 0.000000 0.000000 0.000000 1.000000</matrix>
</node>
</node>
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Last edited by shakotay2 on Sat Apr 01, 2017 3:49 pm, edited 1 time in total.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)
I noticed that some parts also has wrong scale and rotation.
Eg. Ford Focus RS '03 (trunk/boot badges)so tiny and rotate bad without bone, also disc and calipers bone arent good.
BTW. anybody knows where FH3 stores now body paint colors and carPartsposition (apart from bones), in older forzas it was all in gamedb.slt
Eg. Ford Focus RS '03 (trunk/boot badges)so tiny and rotate bad without bone, also disc and calipers bone arent good.
BTW. anybody knows where FH3 stores now body paint colors and carPartsposition (apart from bones), in older forzas it was all in gamedb.slt
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Re: Forza Motorsport Resource Extraction (.carbin)
Not to be on their side but most game Devs do this to an extentTomWin wrote:Thank you so much. That's great that there are all separated files.Frazzlee wrote:No, it's leaked developer version, initially non encrypted.Andrakann wrote:
will they be decrypted though?
It's really sad we pay for game and we get stupid encrypted files
Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
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Re: Forza Motorsport Resource Extraction (.carbin)
well, stupid me forgot to swap y and z for blender, how poor
It's 0.811206, -0.740454, 0.601394 for the doorHandleLF, works like a charm, then, door position ok.
(rmh, seems noone is really interested in automatic positioning any more,
well I leave you alone with this, since I gave the idea how to perform it by python script.)
Keep in mind to parent the other child "doorHandleLF" parts such as LS0_doorHandleLF_a_LODS0_metal_RGH_001
to parent "LS0_doorHandleLF_a_LODS0|doorLF_a_LODS0_carPaint"
so that they move all together.
(Didn't test it, should work, don't have a better idea.)
It's 0.811206, -0.740454, 0.601394 for the doorHandleLF, works like a charm, then, door position ok.
(rmh, seems noone is really interested in automatic positioning any more,
well I leave you alone with this, since I gave the idea how to perform it by python script.)
Keep in mind to parent the other child "doorHandleLF" parts such as LS0_doorHandleLF_a_LODS0_metal_RGH_001
to parent "LS0_doorHandleLF_a_LODS0|doorLF_a_LODS0_carPaint"
so that they move all together.
(Didn't test it, should work, don't have a better idea.)
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)
sure man sure
still waiting for the final "automatic positioning" feature
and i think a lot of people too but nobody talks here about it ^^
still waiting for the final "automatic positioning" feature
and i think a lot of people too but nobody talks here about it ^^
Re: Forza Motorsport Resource Extraction (.carbin)
@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename
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Re: Forza Motorsport Resource Extraction (.carbin)
Hey, I would like to share our progress with Modelbin Textures Collector - update 2.
Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.
Structure:
The only required thing is having car archive and required library (Materials.zip, Textures.zip and their 'pri' variants).
* Repacked variants of archives will work too, if they do not lack of required files.
Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw
With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).
* UV-scale done manually
Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.
Structure:
Code: Select all
modelbin → materialbins → swatchbins > materials\materialbin_name\swatchbins
modelbin → swatchbin > materials\swatchbin
* Repacked variants of archives will work too, if they do not lack of required files.
Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw
With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).
* UV-scale done manually
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Re: Forza Motorsport Resource Extraction (.carbin)
very unsure ; fixed with -jm9; thanks for reporting!xInno3Dx wrote:@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename
This will not become part of the Make_H2O-ForzaHor3 project because of lack of time/motivation.Lord Neophyte wrote:sure man sure
still waiting for the final "automatic positioning" feature
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)
And you don't have a problem (mentioned here) with RF door parts position in Blender?..shakotay2 wrote:It's 0.811206, -0.740454, 0.601394 for the doorHandleLF, works like a charm, then, door position ok.
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Re: Forza Motorsport Resource Extraction (.carbin)
Does this mean we don't have to separate by materials or find Textureszwrtron wrote:Hey, I would like to share our progress with Modelbin Textures Collector - update 2.
Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.
Structure:The only required thing is having car archive and required library (Materials.zip, Textures.zip and their 'pri' variants).Code: Select all
modelbin → materialbins → swatchbins > materials\materialbin_name\swatchbins modelbin → swatchbin > materials\swatchbin
* Repacked variants of archives will work too, if they do not lack of required files.
Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw
With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).
* UV-scale done manually
Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin