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Forza Motorsport Resource Extraction (.carbin)
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Re: Forza Motorsport Resource Extraction (.carbin)
Model is too small than gr2 bones, also after scaling, i had to move car by Z and Y coords
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Re: Forza Motorsport Resource Extraction (.carbin)
Try to scale skeleton with values discussed here.dimon4ik6565 wrote:Model is too small than gr2 bones, also after scaling, i had to move car by Z and Y coords
New version of 3DSimED got basic swatchbin support (Tools>Texture browser), but crashes often.
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Re: Forza Motorsport Resource Extraction (.carbin)
For my is working perfect Try converted for .ddsAndrakann wrote:Try to scale skeleton with values discussed here.dimon4ik6565 wrote:Model is too small than gr2 bones, also after scaling, i had to move car by Z and Y coords
New version of 3DSimED got basic swatchbin support (Tools>Texture browser), but crashes often.
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Re: Forza Motorsport Resource Extraction (.carbin)
DDS is lossy format, i think this conversion recompress texture, not just adds header.zimex25 wrote:Try converted for .dds
So, it's better to wait for sb2dds - it's almost done
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Re: Forza Motorsport Resource Extraction (.carbin)
excellent workzwrtron wrote:sb2dds have been released for testing purposes.
Find it here: http://www.facebook.com/tadohmn
Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin
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Re: Forza Motorsport Resource Extraction (.carbin)
tested. as i can see, 3dsimed described above converts textures to dds like a sharm, but your tool converts all textures like this one.zwrtron wrote:sb2dds have been released for testing purposes
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Re: Forza Motorsport Resource Extraction (.carbin)
dimon4ik6565 wrote:tested. as i can see, 3dsimed described above converts textures to dds like a sharm, but your tool converts all textures like this one.zwrtron wrote:sb2dds have been released for testing purposes
You need to install intel dx10 plugin on photoshop.....
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Re: Forza Motorsport Resource Extraction (.carbin)
Recompress from high quality BC7 compression to old ugly DXT5 compression, yeah "like a sharm":dimon4ik6565 wrote:tested. as i can see, 3dsimed described above converts textures to dds like a sharm, but your tool converts all textures like this one.
Maybe you can't see quality loss, but i see it clearly, and this just unacceptable.
Conversion to PNG directly crashes 3DSimED (atm), but you can convert to TGA and see difference.
DDS Converter from my Tuto and Noesis also do the job.gpfan wrote:You need to install intel dx10 plugin on photoshop.....
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Re: Forza Motorsport Resource Extraction (.carbin)
wow, sorry, just opened it in XnView, maybe it not support dx10 dds...Andrakann wrote:Recompress from high quality BC7 compression to old ugly DXT5 compression, yeah "like a sharm":dimon4ik6565 wrote:tested. as i can see, 3dsimed described above converts textures to dds like a sharm, but your tool converts all textures like this one.
Maybe you can't see quality loss, but i see it clearly, and this just unacceptable.
Conversion to PNG directly crashes 3DSimED (atm), but you can convert to TGA and see difference.
DDS Converter from my Tuto and Noesis also do the job.gpfan wrote:You need to install intel dx10 plugin on photoshop.....
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Re: Forza Motorsport Resource Extraction (.carbin)
sb2dds has been updated to version 0.34
What has changed since 0.32 ?
• Added support for swatchbins with BC4_SNORM and BC5_SNORM compression
• The generic DDS header is no more in data folder, but has been loaded to application instead (increased portability)
• Tool will automatically rescale texture canvas to match modulo 4 division for width and height (some applications and games require it)
• Now it's possible to save your preferences (settings), where the preferences are loaded on tool startup
Download & Info
http://tdohmn.webnode.com/swatchbin-texture-converter/
Feedback appreciated, thanks.
What has changed since 0.32 ?
• Added support for swatchbins with BC4_SNORM and BC5_SNORM compression
• The generic DDS header is no more in data folder, but has been loaded to application instead (increased portability)
• Tool will automatically rescale texture canvas to match modulo 4 division for width and height (some applications and games require it)
• Now it's possible to save your preferences (settings), where the preferences are loaded on tool startup
• Updated readMe file, hope its now more visible.dimon4ik6565 wrote:tested. as i can see, 3dsimed described above converts textures to dds like a sharm, but your tool converts all textures like this one.
Download & Info
http://tdohmn.webnode.com/swatchbin-texture-converter/
Feedback appreciated, thanks.
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Re: Forza Motorsport Resource Extraction (.carbin)
I gave the bone a test and the scale doesn't seem to match unless i'm being stupid. Which is most likely.
Has anyone managed to have any success with these.
Has anyone managed to have any success with these.
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Re: Forza Motorsport Resource Extraction (.carbin)
are you sure that it's a matter of scale?minime891 wrote:and the scale doesn't seem to match
Did you move the doors manually to their correct positon to check their scale?
For DB11 it seems the size of the door (DB11, doorHandleLF_a-LodS0_006) is ok.
The position is the problem and as I wrote earlier: the positions of all moveable parts need corrections so far.
Another thingie is the overall scale. Actually I did how you told me. But Andrakann said some model being twice too big.
edit: ok, scaled down 0.5 now
Made some improvement to the lod naming (version j2l).
using j2l obj with blender
-------------------------
(blender is a little bit tricky (but it's free!) especially when it comes to outliner selections.)
THE REASON WHY it doesn't seem to work "custom" is that it takes care of which object was selected first.
Which other apps don't do in most cases.
So here we go (be sure nothing is selected neither in the outliner nor in 3D view,
press A to select/deselect everything):
- press B in the outliner
- use the rectangled box to select all LodS0 groups for example
(left MB clicked, then release) - right click into selected box, choose select
in 3D view see what happens - with mouse cursor in 3D view press G and move selected
(You might be required to deselect the highlighted (white) group name.)
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Last edited by shakotay2 on Tue Feb 07, 2017 4:59 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?"
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)
The names seem to work like a charm.
Made a planer of the official dimensions of the Aston DB11. The model is indeed twice as big as the real world dimensions.
As you see you have to double the dimensions for forza horizon 3.
Aston Martin DB11
Length 4,739 mm (187 in)
Width 2,060 mm (81 in)
BMW 1M
Length 4,380 mm (172.4 in)
Width 1,803 mm (71 in)
Forza Horizon 3 model
Forza Horizon 2 model
So the bones work fine when the model is scaled to 50 percent which is understandable now.
FYI the right side was already wrong before using the bones.
Made a planer of the official dimensions of the Aston DB11. The model is indeed twice as big as the real world dimensions.
As you see you have to double the dimensions for forza horizon 3.
Aston Martin DB11
Length 4,739 mm (187 in)
Width 2,060 mm (81 in)
BMW 1M
Length 4,380 mm (172.4 in)
Width 1,803 mm (71 in)
Forza Horizon 3 model
Forza Horizon 2 model
So the bones work fine when the model is scaled to 50 percent which is understandable now.
FYI the right side was already wrong before using the bones.
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Re: Forza Motorsport Resource Extraction (.carbin)
Just aligned the other parts and found a couple issues.
The hood and truck are slightly offset to the center line. Also the wing is vertical on import, i guess that's wrong like all other moving parts at the moment.
The body, rear bumper, front bumper etc are all on the center line fine.
EDIT: To make things more clear the trunk is fine on initial import it's bang on the center line. As for the hood that's way to the left of the center line on initial import. Then to the right after aliment as you see in the pic.
The hood and truck are slightly offset to the center line. Also the wing is vertical on import, i guess that's wrong like all other moving parts at the moment.
The body, rear bumper, front bumper etc are all on the center line fine.
EDIT: To make things more clear the trunk is fine on initial import it's bang on the center line. As for the hood that's way to the left of the center line on initial import. Then to the right after aliment as you see in the pic.