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Forza Motorsport Resource Extraction (.carbin)

Post questions about game models here, or help out others!
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shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

TheAdmiester wrote: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?
I don't have such plans, sry, no. (I'm only some kind of quick'n dirty hacker and I'd be happy to get decent uvs here.)
DB11_.JPG
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Last edited by shakotay2 on Fri Jan 20, 2017 6:44 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin »

oh when I try to import DB11, Make_H2O-ForzaHor crash :(

Yes the pic is bentley obviously.

I import obj to deep exploration and lightwave. body_a LOD0/1/2/3/4 are all together as one object.
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shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

The exe was updated in my post as of 6:18 pm.

Use a wavefront obj importer that supports groups:
(using blender 2.76)
DB11_Body_groups.JPG
Obviously body_a_4 and (body_a_5+body_a_1) are separate lods.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

shakotay2 wrote:The exe was updated in my post as of 6:18 pm.

Use a wavefront obj importer that supports groups:
(using blender 2.76)
DB11_Body_groups.JPG
Obviously body_a_4 and (body_a_5+body_a_1) are separate lods.
What new about Cadillac ATS V Coupe models ?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by octaviousrex »

I am so happy to see how far this has come. you guys are all awesome and I just wanted to take the time to thank you all for the hard work so far. you guys rock.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

octaviousrex wrote:I am so happy to see how far this has come. you guys are all awesome and I just wanted to take the time to thank you all for the hard work so far. you guys rock.
I agree. I love forza models. Forza models are very very high quality.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Frazzlee »

TheAdmiester wrote: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?
It is possible, but not any time soon, since we couldn't even do it with older games lol
aliann34 wrote:
octaviousrex wrote:I am so happy to see how far this has come. you guys are all awesome and I just wanted to take the time to thank you all for the hard work so far. you guys rock.
I agree. I love forza models. Forza models are very very high quality.
Free SQUIR or Turbosquid basically
Last edited by Gh0stBlade on Mon Jan 16, 2017 11:07 am, edited 1 time in total.
Reason: Double post merge.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

You are awesome. You were able to do the hard work. You are one. thank you very much :D
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 »

updated exe in post as of Sun Jan 15, 2017 6:18 pm should fix the scaling for most models.

The AST_DB11 looks better now, only a few misplaced parts (mainly lower lods; o, yeah some glass and wingMirror inside the car :D ):
AST_DB11.JPG
(doorHandleLF_a seems to be two doors baked together?)
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Last edited by shakotay2 on Mon Jan 16, 2017 9:15 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

shakotay2 wrote:updated exe in post as of Sun Jan 15, 2017 6:18 pm should fix the scaling for most models.

The AST_DB11 looks better now, only a few misplaced parts (mainly lower lods; o, yeah some glass and wingMirror inside the car :D ):
AST_DB11.JPG
(doorjambLF_a seems to be two doors baked together?)
Excellent :D
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by vladikkgg »

shakotay2 wrote: (doorHandleLF_a seems to be two doors baked together?)
No only doors, all details that have lods. Wings,bumpers,glass,windows have all lods on one detail)
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

What new about Aston Martin DB11 models ?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by gpfan »

shakotay2@ First of all many thanks to take your time to figure this out and let us manipulate this beauty´s (3d models) as they are the best around!

The only issue i see right now to have usable 3D models is the fact that some mesh names have more then 1 lod, in fact they have all lods together and it´s impossible to work and separate them in a good and fashion way.... You need to do the work manually and that will take big amount of your time doing it!

On the AST_DB11 for instance body_a_4 has all body lods packed together on same name, if it was a way to make the extraction with separate lods it would make more sense.....
To use blender or 3ds max is the same thing, some names have the lods all packed together on same name item.

An example of what i´m talking about, made some tests on FORZA 6 APEX model and what is happening:

File comes with 5 LOD´S packed all together

Image

After some work detaching parts and reassemble them in order to fit properly i found those 5 lods

Image

Same happens on bumpers front and rear, bodys, wheels, calipers, rotors, doors, fenders etc, all the big ones with more then 3000/4000 faces are meshes with several lod meshes all together.

Hope you or someone find the solution for this.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by aliann34 »

Any progress or update ?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin »

Well apart LODs that are merged all together also models dont have materials yet and incorrect UV. I think they are in very huge scale too.
Hope this problems can be solved, it's amazing that you already got until this point of progress.
Good luck


BTW. any idea how to open textures?
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