shakotay2 wrote: ↑Fri Mar 31, 2017 9:59 pm
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)
Doorposition.JPG
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):
"sized wrong"? (used scaling for blender import was 4.0/256.0, iirc. Or 0.5?)
Did you try to move LS0_hood_a_LODS0_hoodBadge_a_LODS0 (of Exocet), for example?
(You'll need to use ConverterApp.exe to create a .dae file to get the positions for moving parts, iirc.)
btw: would make more sense to continue in the concerning Forza Horizon 5 thread?
Hello, I was wondering, has there ever been any research done on the first Forza game for the original xbox? I've tried looking into the .carbin from the game, but could only find vertex data but only several submeshes contain face data, what could that possibly mean?
gpktm wrote: ↑Mon Jan 06, 2014 10:14 pm
Is there any Forza 5 research at the moment?
Can someone do it now? This game is nowhere to be found on the internet but it has the best engine sounds out of all of forza titles.... please someone can do it?
Thanks to everyone who has been digging the game files and sharing their results here. I have summarized this knowledge into .carbin and .modelbin file patterns for the ImHex editor.
Work on the .modelbin is still in progress, but just for proof of concept, I made a converter that downgrades the .carbin file format from Forza Horizon 5 to Forza Horizon 4 so it opens with 3DSimED 3.2c. https://github.com/Doliman100/ForzaTech ... tion-tools