thanks for all the hard work getting these tools to work with forza 3,im in the process of converting a few cars for gtr2,using 3ds max and 3dsimed,are the lod0 models usuable?? ive read so many conflicting views throughout this thread,im now confused.
Ive gotten the car al prepeared ,sized,textured ect (using lod0 carbin in forza studio,exported,int max+then simed)
Now ive hit a barrier,when trying to save the models as gtr2 format,ie chassis for instance,used the relevant parts +exploded to make 1 chassis gmt model,i get error to many vertices,could anyone point me in the right direction to overcome this,i have tried my hardest to sort this issue myself,as ive seen a few people being flamed here for not having as much knowledge as lets say the people who using 3d apps ie-3ds max ect daily,ive also tried using the lod1 model,but man theres a vast difference in quality compared to the lod0, the particular model im messing with at the moment has quite large gaps around the doors bonnet,trunk ect using lod1,i think itll look pretty poor in game.
hope someone willing to give me a little guidance
regards moi
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Forza Motorsport Resource Extraction (.carbin)
- Ernegien
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Re: Forza Motorsport Resource Extraction (.carbin)
For importing into other games, I would suggest using the LOD1 or even LOD2 which are lower quality than LOD0, but contain a lot less vertices...moi wrote:thanks for all the hard work getting these tools to work with forza 3,im in the process of converting a few cars for gtr2,using 3ds max and 3dsimed,are the lod0 models usuable?? ive read so many conflicting views throughout this thread,im now confused.
Ive gotten the car al prepeared ,sized,textured ect (using lod0 carbin in forza studio,exported,int max+then simed)
Now ive hit a barrier,when trying to save the models as gtr2 format,ie chassis for instance,used the relevant parts +exploded to make 1 chassis gmt model,i get error to many vertices,could anyone point me in the right direction to overcome this,i have tried my hardest to sort this issue myself,as ive seen a few people being flamed here for not having as much knowledge as lets say the people who using 3d apps ie-3ds max ect daily,ive also tried using the lod1 model,but man theres a vast difference in quality compared to the lod0, the particular model im messing with at the moment has quite large gaps around the doors bonnet,trunk ect using lod1,i think itll look pretty poor in game.
hope someone willing to give me a little guidance
regards moi
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Re: Forza Motorsport Resource Extraction (.carbin)
Yes, I agree lod0 are too high detailed for other games.Ernegien wrote:For importing into other games, I would suggest using the LOD1 or even LOD2 which are lower quality than LOD0, but contain a lot less vertices...moi wrote:thanks for all the hard work getting these tools to work with forza 3,im in the process of converting a few cars for gtr2,using 3ds max and 3dsimed,are the lod0 models usuable?? ive read so many conflicting views throughout this thread,im now confused.
Ive gotten the car al prepeared ,sized,textured ect (using lod0 carbin in forza studio,exported,int max+then simed)
Now ive hit a barrier,when trying to save the models as gtr2 format,ie chassis for instance,used the relevant parts +exploded to make 1 chassis gmt model,i get error to many vertices,could anyone point me in the right direction to overcome this,i have tried my hardest to sort this issue myself,as ive seen a few people being flamed here for not having as much knowledge as lets say the people who using 3d apps ie-3ds max ect daily,ive also tried using the lod1 model,but man theres a vast difference in quality compared to the lod0, the particular model im messing with at the moment has quite large gaps around the doors bonnet,trunk ect using lod1,i think itll look pretty poor in game.
hope someone willing to give me a little guidance
regards moi
But for other games like GTA series are no problem
They caan handle them good.
My GTA SA can handle max 8 milion polies without problems.
Zmodeler2 has obj import/export.
Maybe you guys should import the obj into Zmodeler2 and export to obj
to import in 3ds max?
Or export them to .3ds from Zmodeler2 and import into 3ds max?
@Ernegien, what about Grand Turismo 5 (Prologue)?
They seems to have alot greater meshes and around 1000 cars.
But the game is not out yet.
Anyway, your tool has made the possibilities for exporting Forza 3 cars
to other games.
Thats the greatest tool ever for Forza!
Re: Forza Motorsport Resource Extraction (.carbin)
so theres no way to use the lod0 models,no way of reducing the vertices?
thanks for the quick response,surely there must be a way,the lod0 look no more detailed than a nfs shift car,although im no expert,lol,hence the questions
moi
thanks for the quick response,surely there must be a way,the lod0 look no more detailed than a nfs shift car,although im no expert,lol,hence the questions
moi
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Re: Forza Motorsport Resource Extraction (.carbin)
This should remove about 15k degenerate triangles per LOD0 mesh, but the vertex count will still remain the same. Vertex counts are really the only difference between the LODs, so if you want to reduce the vertex count you would just get something similar to a LOD1 or LOD2 model. What I might try doing is combining LOD0 model parts with LOD1, mixing and matching between the two. Try opening up the car zip of your choice, selecting everything in LOD1, deslecting its body->body subpart, then checking the body->body subpart in the LOD0 mesh and do a selective export on everything. When I tried it It gave me a reasonable amount of vertices...
Forza Studio (5.29.10)
Forza Studio (5.29.10)
Re: Forza Motorsport Resource Extraction (.carbin)
thanks for this software,your enthusiasm is second to none in the goal to improve on your already fantastic software,yeah ive been mixing + matching the lod0 and lod1,but you will i think agree,cockpit detail is vital in a racing sim,and i think the nfs shift cockpits are more detailed than these forza 3 cockpits,and they are no trouble to import/export from 3d apps without exceeding the vertices limit,but also in gtr2 the exterior car model must fit in with the numerous detailed cars which have made there way to this platform from newer games, ie shift xbox dlc cars ect.Ernegien wrote:This should remove about 15k degenerate triangles per LOD0 mesh, but the vertex count will still remain the same. Vertex counts are really the only difference between the LODs, so if you want to reduce the vertex count you would just get something similar to a LOD1 or LOD2 model. What I might try doing is combining LOD0 model parts with LOD1, mixing and matching between the two...
Forza Studio (5.29.10)
but hey i know somethings are just not possible
thanks Ernegien keep up the great work
moi
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Re: Forza Motorsport Resource Extraction (.carbin)
hey all!
i have problem with textures..,look the picture the textures dont apply right in car (sorry for my bad english)
Lights Texture:
i have problem with textures..,look the picture the textures dont apply right in car (sorry for my bad english)
Lights Texture:
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Re: Forza Motorsport Resource Extraction (.carbin)
Thats your problem.racingculturegr wrote:hey all!
i have problem with textures..,look the picture the textures dont apply right in car (sorry for my bad english)
Lights Texture:
Forza 3 has differnt lighttextures.
So maybe you picked up the wrong texture.
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Re: Forza Motorsport Resource Extraction (.carbin)
i use light.xtd--->tga--->PNG..
but not only light my problem..and all textures..badges interior..i dont know where is problem..i use this programs:
Forza Studio 23/5/2010--->.Obj
Blender ---> Import .Obj --->export .Lwo
and MTkit import .Lwo for make this car to world racing 2 game!
but not only light my problem..and all textures..badges interior..i dont know where is problem..i use this programs:
Forza Studio 23/5/2010--->.Obj
Blender ---> Import .Obj --->export .Lwo
and MTkit import .Lwo for make this car to world racing 2 game!
Re: Forza Motorsport Resource Extraction (.carbin)
there are 3 lights textures.racingculturegr wrote:hey all!
i have problem with textures..,look the picture the textures dont apply right in car (sorry for my bad english)
Lights Texture:
1 is in the shared files (I never actually saw any mesh mapped to that)
1 for LOD1-LOD5 models (lights.xds)
1 for LOD0 models (lights_lod0.xds)
use the proper one.
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Re: Forza Motorsport Resource Extraction (.carbin)
problem solver..i dont know why...i try this
Forza Studio--->3ds Max 2010 export 3ds--->zmodler 1.07 export 3ds---> blender----> export Lwo and now worked :S
Forza Studio--->3ds Max 2010 export 3ds--->zmodler 1.07 export 3ds---> blender----> export Lwo and now worked :S
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Re: Forza Motorsport Resource Extraction (.carbin)
@Ernegien: I don't know if you could or want to, though is it possible in your Forza tool inside 'About' you could list what version it is? Cause I am starting to get lost in what forza tool is the latest and old.
Forza Studio (5.29.10) I know now is the latest but I think I had 5.19 still.
Forza Studio (5.29.10) I know now is the latest but I think I had 5.19 still.
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Re: Forza Motorsport Resource Extraction (.carbin)
I think something might be up with that server every time ive clicked the link to try and DL it i'm getting a " timeout " error ( this has been happening since last night now ). Ive had someone else try the link on their computer and they are getting the same error. Any chance you could upload it to another location pleaseErnegien wrote:This should remove about 15k degenerate triangles per LOD0 mesh, but the vertex count will still remain the same. Vertex counts are really the only difference between the LODs, so if you want to reduce the vertex count you would just get something similar to a LOD1 or LOD2 model. What I might try doing is combining LOD0 model parts with LOD1, mixing and matching between the two. Try opening up the car zip of your choice, selecting everything in LOD1, deslecting its body->body subpart, then checking the body->body subpart in the LOD0 mesh and do a selective export on everything. When I tried it It gave me a reasonable amount of vertices...
Forza Studio (5.29.10)
Yes! i know that's what i said... But its not what i meant.
Re: Forza Motorsport Resource Extraction (.carbin)
just keep it in the extracted folder (you know.. the folder that's name states which version it is)toolieo wrote:@Ernegien: I don't know if you could or want to, though is it possible in your Forza tool inside 'About' you could list what version it is? Cause I am starting to get lost in what forza tool is the latest and old.
Forza Studio (5.29.10) I know now is the latest but I think I had 5.19 still.
if you're taking requests Ernegien, could we get the auto naming back please.. that was a nice feature
LOD0 in IV (5.3.10)