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Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Fri Jan 13, 2017 1:13 pm
by shakotay2
gpfan wrote:i´m positive his the guy who can help figure it out some of this puzzles!
Guess, he'll update his Forza Studio sooner or later.
I suspect that everything must be very similar to Ernegien Forza studio code afterwards.....
If you think so that would be very easy, since the code is public.

So compile it, put your breakpoints at the suiting places, load a (simple) Forza4 car model, then log, how the materials are assigned.
For example in ForzaStudioForm.cs

Code: Select all

                            sw.WriteLine("usemtl {0}", mesh.MaterialName);
                            for (int j = 0; j < mesh.Indices.Length; j += 3)
                            {
                                int i1 = mesh.Indices[j + 0] + 1;
                                int i2 = mesh.Indices[j + 1] + 1;
                                int i3 = mesh.Indices[j + 2] + 1;
But you'll need an XBox360 SDK or something like that, or at least these include files:
#include "d3d9.h" // Note: make sure this is the Xbox 360 flavor of D3D9.h!
#include "xgraphics.h"

(I don't have the time for such, prefer the quick 'n dirty way. :D )

Anyways, you may have missed the wheels in the previous uploaded CAD_ATSV_16 obj file:
MakeH2O_CAD_wheels.zip
CAD_ATSV_wheels.JPG

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sat Jan 14, 2017 12:40 am
by nosfornos
The current version of Forza Studio don't support Japanese because of a fatal error. Forza Studio will support Japanese anyway?

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 9:20 am
by shakotay2
I've applied translation offsets to a subset of parts (scaling/rotations still wrong) but it remains a little mess:
CAD_ATSV_chassis.JPG

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 10:12 am
by shakotay2
well, I was searching for quaternions to get some rotation but seems the scaling was the problem:
CAD_ATSV_16_scaled.JPG
That's a little bit strange, after all. :D

The exhaust is burried in some kind of "case" which I don't understand.
But maybe it's the same as with the wheels which seem to require a special treatment like some other parts, too.

So there's still some position offset issues to solve. But I don't have any idea about that, to be honest.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 2:53 pm
by aliann34
shakotay2 wrote:well, I was searching for quaternions to get some rotation but seems the scaling was the problem:
CAD_ATSV_16_scaled.JPG
That's a little bit strange, after all. :D

The exhaust is burried in some kind of "case" which I don't understand.
But maybe it's the same as with the wheels which seem to require a special treatment like some other parts, too.

So there's still some position offset issues to solve. But I don't have any idea about that, to be honest.
Very well keep going like this.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 3:49 pm
by TomWin
wow, I'm glad to see progress. Is that updated ForzaStudio or some other thing?
Thank you for all your great work
I wish to have skills like you guys to help some too.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 4:59 pm
by shakotay2
TomWin wrote:Is that updated ForzaStudio or some other thing?
It's a continuation of the MakeH2O project, written from scratch by me, based on simple pattern searches (with very basic format analysing only).

edit: forzaHorizon mesh extractor is in my sig now - read the readme.txt BEFORE using the exe file.
ATTENTION: the exe may freeze and produce large files (about 260 for the DB11 for example.)
So if you don't know how to kill a task on your system then PLEASE don't use Make_H2O-ForzaHor.exe!
You have been warned.
CAD_ATSV_16_raw.JPG
(Some issues remain, mainly multi-textured? uvs, doors, hoods, steeringWheels without correct scale/position offset.)
btw: I've shown the low-LOD door's uvmap since the one from the high_LOD is ugly :D

yeah, these are the disadvantages of stupid pattern searches: patterns may vary. :D
(Now the hood is scaled correctly but the position offset is still wrong...)

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 5:47 pm
by aliann34
shakotay2 wrote:
TomWin wrote:Is that updated ForzaStudio or some other thing?
It's a continuation of the MakeH2O project, written from scratch by me, based on simple pattern searches (with very basic format analysing only).

Read the readme.txt BEFORE using the exe file.
Make_H2O-ForzaHor.zip
CAD_ATSV_16_raw.JPG
(Some issues remain, mainly multi-textured? uvs, and objects without correct scale and position offset.)
btw: I've shown the low-LOD door's uvmap since the one from the high_LOD is ugly :D

yeah, these are the disadvantages of stupid pattern searches: patterns may vary. :D
(Now the hood is scaled correctly but the position offset is still wrong...)
oh my good excellent model but not complete.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 6:01 pm
by TomWin
OMG what a mess :P
Image

It doesn't works with some cars like DB11

But it works, that's a good sign, just need to be polished some more. All the lods are together as one object.

Keep up going. Thanks for your efford

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 6:14 pm
by aliann34
TomWin wrote:OMG what a mess :P
Image

It doesn't works with some cars like DB11

But it works, that's a good sign, just need to be polished some more. All the lods are together as one object.

Keep up going. Thanks for your efford
This is Aston Martin DB11 model. Very good model but not complete. Keep up going.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 6:18 pm
by shakotay2
TomWin wrote:OMG what a mess :P
yeah (forgot to say, that it's experimental only :D )
If you need it perfect you'll have to wait for the ForzaStudio update, if any.
It doesn't works with some cars like DB11
don't have that sample.
All the lods are together as one object.
did you import to blender "separated by groups"?

Dodge viper (exterior only):
dodge_viper_exterior.JPG

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 6:23 pm
by aliann34
shakotay2 wrote:
TomWin wrote:OMG what a mess :P
yeah (forgot to say, that it's experimental only :D )
If you need it perfect you'll have to wait for the ForzaStudio update, if any.
I Agree we waiting to New version ForzaStudio.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 7:26 pm
by TheAdmiester
aliann34 wrote:This is Aston Martin DB11 model. Very good model but not complete. Keep up going.
That's not the DB11, it's the Bentley EXP6.
shakotay2 wrote:don't have that sample.
I'll fix that: http://www103.zippyshare.com/v/GjfInQVv/file.html

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 7:35 pm
by aliann34
TheAdmiester wrote:
aliann34 wrote:This is Aston Martin DB11 model. Very good model but not complete. Keep up going.
That's not the DB11, it's the Bentley EXP6.
Thanks for reminding me

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Sun Jan 15, 2017 7:47 pm
by TheAdmiester
Also, @shakotay2, I understand that it's a huge undertaking so the answer is likely no, but would there ever be plans to somehow repackage edited models back as a modelbin that the game can support?