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Forza Motorsport Resource Extraction (.carbin)
- Ernegien
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Re: Forza Motorsport Resource Extraction (.carbin)
Yeah it's been a while and I've been rather busy lately. Things are slowly progressing behind the scenes and I'll be sure to keep you guys updated...
Re: Forza Motorsport Resource Extraction (.carbin)
how about adding an attach tool into forza studio? like attach by texture or group or you choose what to attach, that would make having to sift through and attach parts a thing of the past considering the sheer amount of little parts.
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Re: Forza Motorsport Resource Extraction (.carbin)
Thats a stupid idea.ibanezjem wrote:how about adding an attach tool into forza studio? like attach by texture or group or you choose what to attach, that would make having to sift through and attach parts a thing of the past considering the sheer amount of little parts.
If that will be implented, you'll double the polycounts since F3 models
have many times copied parts.
Better just leave like this now and no attach tool.
You'd better off attaching the models in a 3D apps.
And heck, thats more easier in 3D apps!
And attach by textures? Come on, what you want if there is texture materials and even
material lists wich makes alot easier.
Just put the model and the .mtl in same folder so the textures materials will be loaded.
So all what you ask...can be done in 3D apps.
Re: Forza Motorsport Resource Extraction (.carbin)
the only thing that bothers me about this importing program is that some little details like badges/ keyholes/interior bits look like they've been chewed bcuz of the bad verts
Other than this is great
Other than this is great
Re: Forza Motorsport Resource Extraction (.carbin)
REALLY????? WOW...... end sarcasmbigBear wrote:Thats a stupid idea.ibanezjem wrote:how about adding an attach tool into forza studio? like attach by texture or group or you choose what to attach, that would make having to sift through and attach parts a thing of the past considering the sheer amount of little parts.
If that will be implented, you'll double the polycounts since F3 models
have many times copied parts.
Better just leave like this now and no attach tool.
You'd better off attaching the models in a 3D apps.
And heck, thats more easier in 3D apps!
And attach by textures? Come on, what you want if there is texture materials and even
material lists wich makes alot easier.
Just put the model and the .mtl in same folder so the textures materials will be loaded.
So all what you ask...can be done in 3D apps.
what i meant was being able to attach things while they're still in their groups, instead of sifting through a long list of parts.
- Ernegien
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Re: Forza Motorsport Resource Extraction (.carbin)
Honestly I still have no idea what you're talking about. Each sub-part (leaf node) is named after its texture and I export a materials file with the obj so all textures are mapped to their respective sub-parts. They are required to be unattached so that you can apply proper textures. Adding functionality to condense similar-textured parts into the same groups would just be useless, since these are things I'm assuming you can easily do with modeling applications. My tool is there to provide the lowest level extraction functionality possible, and you can do the rest in whatever modeling app you choose...
Re: Forza Motorsport Resource Extraction (.carbin)
when you open the .cabin file everything is nice in tidy in their sub groups
like
bumperfa
bumperfb
ect, when you export them into the obj it loses the sub groups and you have a list of like 100 parts to sift through and attach because they go to the same texture, what i was suggesting is an attach tool to give the user an option to attach some of the parts together while still in forza studio instead of spending alot of time clicking through a huge list and finding out what's clear light glass and what goes to the no damage texture and so on.
like
bumperfa
bumperfb
ect, when you export them into the obj it loses the sub groups and you have a list of like 100 parts to sift through and attach because they go to the same texture, what i was suggesting is an attach tool to give the user an option to attach some of the parts together while still in forza studio instead of spending alot of time clicking through a huge list and finding out what's clear light glass and what goes to the no damage texture and so on.
- Tosyk
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Re: Forza Motorsport Resource Extraction (.carbin)
Maybe in forza studio on export to obj automatically create Dummy with name of the group and link objects to it?ibanezjem wrote:when you open the .cabin file everything is nice in tidy in their sub groups
like
bumperfa
bumperfb
ect, when you export them into the obj it loses the sub groups and you have a list of like 100 parts to sift through and attach because they go to the same texture, what i was suggesting is an attach tool to give the user an option to attach some of the parts together while still in forza studio instead of spending alot of time clicking through a huge list and finding out what's clear light glass and what goes to the no damage texture and so on.
Re: Forza Motorsport Resource Extraction (.carbin)
I have a question.
I looking tire model of lod0
I can find tire model of lod1-lod5 and rim model of lod0-lod5 into wheel folder>car name.carbin
but I cant find tire model of lod0
I think Shared folder into tire texture of lod0 (sidewallA,sidewall_NRM,treadA,treadA_NRM)
Where into tire model of lod0 ?
or this model not exist?
sorry my english is bad...
Thanks
I looking tire model of lod0
I can find tire model of lod1-lod5 and rim model of lod0-lod5 into wheel folder>car name.carbin
but I cant find tire model of lod0
I think Shared folder into tire texture of lod0 (sidewallA,sidewall_NRM,treadA,treadA_NRM)
Where into tire model of lod0 ?
or this model not exist?
sorry my english is bad...
Thanks
Re: Forza Motorsport Resource Extraction (.carbin)
Hello Maple Valley.
You got a few issues at turn 1?
You got a few issues at turn 1?