Wow, after a few years not viewing the forum, there is finally some breakthrough in Forza files! Awesome!
However, I am on Windows7 Home x64 and have downloaded FH3 for cars.
The file is eappx. Anyone can explain how to unpack it or is it difficult?
Or anyone can upload all cars? Probably too much to ask.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
Sorry i must have missed that post. Good to know now anyway thanks.shakotay2 wrote:dunno, if you know: 0.078125 = 200.0/256.0, btwminime891 wrote:On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.
Since a scale of 0.02 was my suggested scale for blender import I used 4.0/256.0
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Re: Forza Motorsport Resource Extraction (.carbin)
all lods ARE extracted. Guess you mean "with lods handled separately" or something like that.zimex25 wrote:@shakotay2 Did you plane, updata your tool with lods extracted?
As soon as I know a simple method how to get the material counts for the lods I'll try to understand "groups and parenting".
nope, you didn't miss anything.minime891 wrote:Sorry i must have missed that post. Good to know now anyway thanks.
I just wanted to express that I followed your scaling rule. Now.
------------------
btw: version jms seems to do an unwanted texture mirroring; tried to fix it -> version jmsc
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?"
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)
It's really not hardshakotay2 wrote:I had been hoping someone else (other than Andrakann and me) would take up the skeleton.modelbin analysing for example.
(It's small files so should not be too hard.)
If you mean Skel data in modelbins.
First WORD of data block is number of bones, then DWORD with name lenght for first bone, then name of this bone, then some bytes looks like connection order, then ~4 coordinate for each bone. And again - DWORD with bone name lenght, name itself, etc.
Main problem here is connection to meshes, bone names doesn't match mesh names, so i have no idea how to connect single meshes or complete meshbins to that bones.
How bones looks like splitted to separate files, starting from name lenght DWORD:
(ignore text zeroes here, i add them to end of names for better formatting by DWORDs)
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Re: Forza Motorsport Resource Extraction (.carbin)
meshes like doors, hood, trunk, etc have dummy, i think just need to know coords of bones then give this pos to dummies, somthing like that?Andrakann wrote:so i have no idea how to connect single meshes or complete meshbins to that bones.
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Re: Forza Motorsport Resource Extraction (.carbin)
Dummies can be created at skeleton coordinates, yes.dimon4ik6565 wrote:meshes like doors, hood, trunk, etc have dummy, i think just need to know coords of bones then give this pos to dummies, somthing like that?
If you then look at those dummies, figure out which where, then manually align pivot points of misplaced parts to them - you can complete model.
But for pre-align at convert stage, we need some clues, or, maybe, make an "atlas" of connections (or find where it is in game).
Something like: "doorHandleLF_a" aligns to "boneDoorLF coordinates #1 (2,3,4?)".
And repeat this for every sub-part name, but atm those sub-parts doesn't have ingame names.
PS: AFAIK, obj-format can't store skeletal information, so, only pre-aligning parts to it's skeletal coordinates can be made as maximum.
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Re: Forza Motorsport Resource Extraction (.carbin)
sry, forget to mention that I logged already skeleton data 3 weeks ago;
would have made an smd from it but was too busy with dozens of other issues.
strange skeleton, most bones "parented to 01 00"? (=1, root)
Couldn't make sense of the assumed parenting (words), for example hubLF: 01 00 07 00 08 00,
hubLR: 01 00 09 00 0A 00, why 3 numbers?
Bone numbers from 0 to 36, seems to be ok.
would have made an smd from it but was too busy with dozens of other issues.
strange skeleton, most bones "parented to 01 00"? (=1, root)
Couldn't make sense of the assumed parenting (words), for example hubLF: 01 00 07 00 08 00,
hubLR: 01 00 09 00 0A 00, why 3 numbers?
Bone numbers from 0 to 36, seems to be ok.
Code: Select all
# CAD_ATSV_16\scene\CAD_ATSV_16_skeleton.modelbin
66: <root>: FF FF 01 00 FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.000000 0.000000 0.000000 1.000000
------------------------------
b2: root: 00 00 02 00 FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.000000 0.000000 0.000000 1.000000
------------------------------
fc: controlArm_LF: 01 00 FF FF 03 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.691073 0.085114 1.386332 1.000000
------------------------------
14f: controlArm_LR: 01 00 FF FF 04 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.690358 0.153586 -1.386270 1.000000
------------------------------
1a2: controlArm_RF: 01 00 FF FF 05 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.691327 0.085026 1.386208 1.000000
------------------------------
1f5: controlArm_RR: 01 00 FF FF 06 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.690148 0.153586 -1.386270 1.000000
------------------------------
248: hubLF: 01 00 07 00 08 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.691073 0.085114 1.386332 1.000000
------------------------------
293: spindleLF: 06 00 FF FF FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.000000 -0.000000 -0.000000 1.000000
------------------------------
2e2: hubLR: 01 00 09 00 0A 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.690358 0.153586 -1.386270 1.000000
------------------------------
32d: spindleLR: 08 00 FF FF FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.000000 -0.000000 0.000000 1.000000
------------------------------
37c: hubRF: 01 00 0B 00 0C 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.691327 0.085026 1.386208 1.000000
------------------------------
3c7: spindleRF: 0A 00 FF FF FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.000000 -0.000000 -0.000000 1.000000
------------------------------
416: hubRR: 01 00 0D 00 0E 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
0.690148 0.153586 -1.386270 1.000000
------------------------------
461: spindleRR: 0C 00 FF FF FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.000000 -0.000000 0.000000 1.000000
------------------------------
4b0: boneDoorLF: 01 00 FF FF 0F 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
-0.000000 0.000000 1.000000 0.000000
-0.810909 0.601393 0.740850 1.000000
------------------------------
500: boneDoorRF: 01 00 FF FF 10 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
-0.000000 0.000000 1.000000 0.000000
0.810909 0.601394 0.740850 1.000000
------------------------------
550: boneFuel: 01 00 FF FF 11 00
0.650012 0.709451 0.272331 0.000000
-0.759924 0.606838 0.232942 0.000000
0.000000 -0.358366 0.933581 0.000000
-0.258968 0.731273 0.525613 1.000000
------------------------------
59e: boneSpeed: 01 00 FF FF 12 00
-0.652339 0.707587 0.271615 0.000000
-0.757927 -0.609012 -0.233776 0.000000
-0.000000 -0.358366 0.933581 0.000000
-0.365292 0.734000 0.527653 1.000000
------------------------------
5ed: boneTach: 01 00 FF FF 13 00
-0.852782 0.487578 0.187163 0.000000
-0.522267 -0.796141 -0.305608 0.000000
0.000000 -0.358366 0.933581 0.000000
-0.462672 0.719470 0.525583 1.000000
------------------------------
63b: boneWater: 01 00 FF FF 14 00
0.207126 0.913335 0.350595 0.000000
-0.978314 0.193369 0.074227 0.000000
-0.000000 -0.358367 0.933581 0.000000
-0.258968 0.710773 0.517744 1.000000
------------------------------
68a: boneHood: 01 00 15 00 19 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
-0.000000 0.000000 1.000000 0.000000
0.000004 0.800358 0.860746 1.000000
------------------------------
6d8: boneHingeLower: 14 00 FF FF 16 00
-0.001071 -0.899315 0.437300 0.000000
-0.002202 0.437302 0.899312 0.000000
-0.999997 -0.000000 -0.002449 0.000000
0.000102 -0.042629 0.011037 1.000000
------------------------------
72c: boneHingeUpper: 14 00 FF FF 17 00
-0.000558 -0.376114 0.926573 0.000000
-0.000227 0.926574 0.376114 0.000000
-1.000000 -0.000000 -0.000603 0.000000
0.000082 -0.052652 0.043420 1.000000
------------------------------
780: boneStrutUpperL: 14 00 FF FF 18 00
0.069565 -0.172079 0.982624 0.000000
0.012152 0.985083 0.171650 0.000000
-0.997503 0.000000 0.070618 0.000000
-0.681623 -0.124229 0.309587 1.000000
------------------------------
7d5: boneStrutUpperR: 14 00 FF FF FF FF
-0.064924 -0.185745 0.980451 0.000000
-0.012273 0.982598 0.185339 0.000000
-0.997814 -0.000000 -0.066074 0.000000
0.679571 -0.120329 0.311625 1.000000
------------------------------
82a: boneStrutLowerL: 01 00 FF FF 1A 00
-0.069565 0.172079 -0.982624 0.000000
0.012152 0.985083 0.171650 0.000000
0.997503 -0.000000 -0.070618 0.000000
-0.660438 0.623733 1.469530 1.000000
------------------------------
87f: boneStrutLowerR: 01 00 FF FF 1B 00
0.064924 0.185745 -0.980451 0.000000
-0.012273 0.982598 0.185339 0.000000
0.997815 -0.000000 0.066074 0.000000
0.659897 0.623733 1.469531 1.000000
------------------------------
8d4: boneSteeringWheelSpindle: 01 00 FF FF 1C 00
0.000000 0.955596 0.294682 0.000000
-1.000000 0.000000 0.000000 0.000000
0.000000 -0.294681 0.955596 0.000000
-0.365412 0.694274 0.254005 1.000000
------------------------------
932: boneTrunk: 01 00 FF FF 1D 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
-0.000000 0.000000 1.000000 0.000000
0.000000 0.865552 -1.705526 1.000000
------------------------------
981: boneWiperL: 01 00 1E 00 1F 00
0.963946 0.167025 -0.207151 0.000000
-0.012095 0.805169 0.592922 0.000000
0.265824 -0.569039 0.778160 0.000000
-0.569193 0.734656 0.940190 1.000000
------------------------------
9d1: boneWiperL_blade: 1D 00 FF FF FF FF
0.960683 -0.002536 0.277638 0.000000
0.002406 0.999997 0.000810 0.000000
-0.277639 -0.000110 0.960686 0.000000
0.505062 0.012989 0.048512 1.000000
------------------------------
a27: boneWiperR: 01 00 20 00 21 00
0.990009 0.059244 -0.127956 0.000000
0.006801 0.886333 0.462998 0.000000
0.140841 -0.459243 0.877075 0.000000
-0.075313 0.750955 0.956166 1.000000
------------------------------
a77: boneWiperR_blade: 1F 00 FF FF FF FF
0.994460 -0.097662 -0.038892 0.000000
0.097735 0.995213 -0.000012 0.000000
0.038707 -0.003789 0.999243 0.000000
0.531075 -0.003224 -0.023927 1.000000
------------------------------
acd: rotorLF_center: 01 00 FF FF 22 00
1.000000 0.000000 0.000000 0.000000
0.000000 -0.000000 -1.000000 0.000000
0.000000 1.000000 -0.000000 0.000000
0.036352 -0.000146 0.000000 1.000000
------------------------------
b21: rotorLR_center: 01 00 FF FF 23 00
1.000000 0.000000 0.000000 0.000000
0.000000 -0.000000 -1.000000 0.000000
0.000000 1.000000 -0.000000 0.000000
0.051640 -0.000000 0.000000 1.000000
------------------------------
b75: rotorRF_center: 01 00 FF FF 24 00
1.000000 0.000000 0.000000 0.000000
0.000000 -0.000000 -1.000000 0.000000
0.000000 1.000000 -0.000000 0.000000
0.036098 -0.000146 0.000000 1.000000
------------------------------
bc9: rotorRR_center: 01 00 FF FF FF FF
1.000000 0.000000 0.000000 0.000000
0.000000 -0.000000 -1.000000 0.000000
0.000000 1.000000 -0.000000 0.000000
0.049721 -0.000000 0.000000 1.000000
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?"
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)
Dummies already created as can i see. But in wrong coords. (0, 0, 0)Andrakann wrote:Dummies can be created at skeleton coordinates, yes.
Yes I know that, that's what i write in post before.Andrakann wrote:If you then look at those dummies, figure out which where, then manually align pivot points of misplaced parts to them - you can complete model.
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Re: Forza Motorsport Resource Extraction (.carbin)
Oh, now it's clearier where to find this "skeleton.modelbin"shakotay2 wrote:sry, forget to mention that I logged already skeleton data 3 weeks ago;Code: Select all
# CAD_ATSV_16\scene\CAD_ATSV_16_skeleton.modelbin 66: <root>: FF FF 01 00 FF FF 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 ------------------------------ b2: root: 00 00 02 00 FF FF 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 ------------------------------ fc: controlArm_LF: 01 00 FF FF 03 00 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 -0.691073 0.085114 1.386332 1.000000 ------------------------------ 14f: controlArm_LR: 01 00 FF FF 04 00 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 -0.690358 0.153586 -1.386270 1.000000
But you have strange numbers in front of bones in list.
Skeleton part of "skeleton.modelbin" is identical to Skel part in other modelbins for the same car.
But there's also Modl and BBox added.
Most interesting thing here it's a .gr2 copy of this skeleton, located in same folder. I have Granny Viewer and this .gr2 file loads just fine.
Now we can see how this skeleton looks like:
I also found some sort of "atlas" we need:
But i can extract only the right part of this list from memory dump, and only text is here, separated by 00h bytes.
I replaced those zeroes to line end symbols and attached result as text list.
PS: Done quick sorting for this list, more detailed sorting and structuring can be done easy enough, if need.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
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Re: Forza Motorsport Resource Extraction (.carbin)
Dummy is an "empty" object, placeholder for coordinate.dimon4ik6565 wrote:Dummies already created as can i see. But in wrong coords. (0, 0, 0)Andrakann wrote:Dummies can be created at skeleton coordinates, yes.
Yes I know that, that's what i write in post before.Andrakann wrote:If you then look at those dummies, figure out which where, then manually align pivot points of misplaced parts to them - you can complete model.
We have only objects itself, detached from skeleton.
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Re: Forza Motorsport Resource Extraction (.carbin)
hmm. found application which can convert gr2 files to DAE. looks nice.
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Re: Forza Motorsport Resource Extraction (.carbin)
I think it's this application (working link on last page of topic), latest granny.dll seems to be required, found here (archive pass: metin2dev)(topic).
DAE format have ASCII xml structure inside, so we can compare results:
(i formatted matrix nodes here by lines)
Attached 2 skeletons converted to dae.
DAE format have ASCII xml structure inside, so we can compare results:
Code: Select all
fc: controlArm_LF: 01 00 FF FF 03 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.691073 0.085114 1.386332 1.000000
------------------------------
14f: controlArm_LR: 01 00 FF FF 04 00
1.000000 0.000000 0.000000 0.000000
0.000000 1.000000 0.000000 0.000000
0.000000 0.000000 1.000000 0.000000
-0.690358 0.153586 -1.386270 1.000000
Code: Select all
<node id="Bone_controlArm_LF" name="controlArm_LF" sid="controlArm_LF" type="JOINT">
<matrix sid="Transform">
1.000000 0.000000 0.000000 -0.691073
0.000000 1.000000 0.000000 0.085114
0.000000 0.000000 1.000000 1.386332
0.000000 0.000000 0.000000 1.000000</matrix>
</node>
<node id="Bone_controlArm_LR" name="controlArm_LR" sid="controlArm_LR" type="JOINT">
<matrix sid="Transform">
1.000000 0.000000 0.000000 -0.690358
0.000000 1.000000 0.000000 0.153586
0.000000 0.000000 1.000000 -1.386270
0.000000 0.000000 0.000000 1.000000</matrix>
Attached 2 skeletons converted to dae.
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Last edited by Andrakann on Sun Feb 05, 2017 12:08 pm, edited 2 times in total.
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Re: Forza Motorsport Resource Extraction (.carbin)
Now you have the dummies for aligning parts manuallydimon4ik6565 wrote:hmm. found application which can convert gr2 files to DAE. looks nice.
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Re: Forza Motorsport Resource Extraction (.carbin)
Yes it is, by the way, link you provided to granny.dll not working.Andrakann wrote:Now you have the dummies for aligning parts manuallydimon4ik6565 wrote:hmm. found application which can convert gr2 files to DAE. looks nice.
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Re: Forza Motorsport Resource Extraction (.carbin)
Fixed.dimon4ik6565 wrote:Yes it is, by the way, link you provided to granny.dll not working.