Hi Guys,
I had a quick look over these non planar polys (which are all 3 point BTW).
as you can see, from the body of the 69 Charger,
There are 14129 nonplanars, and they cover most of the surfaces the object has.
Putting in a sanity check to remove duped tris (or rather tris with two vertices in the same place) would be a good move to reducing overall model size.
I was wondering what these extras could be. I can't remember if Forza3 shows actual car geometry damage as well as texture damage but could it be something to do with where the car buckles on impact or maybe to do with collision detection in general. either way, removing them doesnt seem to hurt the model.
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Forza Motorsport Resource Extraction (.carbin)
- lordpantsington
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Re: Forza Motorsport Resource Extraction (.carbin)
For every car, In the Physics folder inside the f-zip there is a Maxdata.xml. This is a list of collision spheres that I assume is used for deformation. rFactor uses spheres for damage deformation. I would think Forza uses the same type of system. Accepted methods and practices usually transcend platforms.
I wish I could be of more help. Strips, Fans, Quads, Tris, all get my head spinning. Back in the day I remember reading about some format that read the last entry of "a strip/fan" in reverse to signify the end of that group, perhaps this is doing something like that? It may have been the DXF format? Maybe that was a custom game format [papy 3do]? It was like 10 years ago, all pretty foggy now.
I wish I could be of more help. Strips, Fans, Quads, Tris, all get my head spinning. Back in the day I remember reading about some format that read the last entry of "a strip/fan" in reverse to signify the end of that group, perhaps this is doing something like that? It may have been the DXF format? Maybe that was a custom game format [papy 3do]? It was like 10 years ago, all pretty foggy now.
Re: Forza Motorsport Resource Extraction (.carbin)
Hi Lordpantsington (wicked name BTW)
i agree, most systems use a collision sphere or bounding box approach for speed of calculation. I have known a few systems use a proxy model approach and I wondered if this was one of those.
Its really not a problem. If the dupes are just removed from the build up list it should thin the poly count, reduce the model filesize and save cleanup time.
i agree, most systems use a collision sphere or bounding box approach for speed of calculation. I have known a few systems use a proxy model approach and I wondered if this was one of those.
Its really not a problem. If the dupes are just removed from the build up list it should thin the poly count, reduce the model filesize and save cleanup time.
Re: Forza Motorsport Resource Extraction (.carbin)
Hi all i'm a new member can some one show me the links for all the tools i need to convert this from carbin and xds to lwo or 3ds or zmod
Re: Forza Motorsport Resource Extraction (.carbin)
Removing degenerate triangles would seem like a good idea. Just ensure index0 != index1 && index1 != index2 and only output the triangle if that holds true. The strip restart is useful where you want to jump to a completely different part of the mesh, but a degenerate triangle can be slightly more efficient if you're going to use at least 1 of the recent indices, so perhaps that's why they did it.Ernegien wrote: EDIT2: Meh, I don't know what to think anymore. I can easily modify my app to not dump faces with duplicate vertices, but it seems that the problem originates elsewhere...
Any ideas? :X
- Ernegien
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Re: Forza Motorsport Resource Extraction (.carbin)
Degenerate triangles they are...thanks for the tip. I remember you mentioning them before, I had just forgotten about themajmiles wrote:Removing degenerate triangles would seem like a good idea. Just ensure index0 != index1 && index1 != index2 and only output the triangle if that holds true. The strip restart is useful where you want to jump to a completely different part of the mesh, but a degenerate triangle can be slightly more efficient if you're going to use at least 1 of the recent indices, so perhaps that's why they did it.
Re: Forza Motorsport Resource Extraction (.carbin)
Does someone know how to convert textures to tga or something like that?
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Re: Forza Motorsport Resource Extraction (.carbin)
This is a great program for converting images to another format Right Click Image ConverterAnoussa wrote:Does someone know how to convert textures to tga or something like that?
Re: Forza Motorsport Resource Extraction (.carbin)
my forza studio have some problem
i can't run the forza studio.exe
i have install .net framework and xna
WIN7 OS
i have test on three pc ,two xp and one win7
can't run the program all
my os is chn
i upload the error report,please help me,thanks a lot
i can't run the forza studio.exe
i have install .net framework and xna
WIN7 OS
i have test on three pc ,two xp and one win7
can't run the program all
my os is chn
i upload the error report,please help me,thanks a lot
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Re: Forza Motorsport Resource Extraction (.carbin)
HEY ALL, HOW DO YOU TAKE IT OUT FROM THE DISK? I LOKED INSIDE OFF THE CD, AND FIND ONLY VIDEO AND AUDIO, HOW DO YOU TAKE THE CAR FILE FROM THE CS OR WHAT? I DON'T ANDRESTAN HOW TO GET THE FILE FROM IT.
MABY ENY ONE CAN TELL ME WHERE TO FIND TUTORIAL FOR THIS OR WHAT?
MABY ENY ONE CAN TELL ME WHERE TO FIND TUTORIAL FOR THIS OR WHAT?
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Re: Forza Motorsport Resource Extraction (.carbin)
First off, turn the Caps Lock off!Testeris wrote:HEY ALL, HOW DO YOU TAKE IT OUT FROM THE DISK? I LOKED INSIDE OFF THE CD, AND FIND ONLY VIDEO AND AUDIO, HOW DO YOU TAKE THE CAR FILE FROM THE CS OR WHAT? I DON'T ANDRESTAN HOW TO GET THE FILE FROM IT.
MABY ENY ONE CAN TELL ME WHERE TO FIND TUTORIAL FOR THIS OR WHAT?
Its annoying to read the capital letters.
And second, read some few pages back and you'll find the answers.
Or better, read the whole thread!
Dammit, why so noobish big letter?!?!
We can hear you clear, buddy.