Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Wed Mar 22, 2017 9:01 pm
I'd need the modelbins in question to check what is causing the problem.Doc0 wrote:but there are some cars that simply don't want to be converted, as for example the AMC Rebel "the machine", which make every H20 version crashing, and lead to an incomplete obj.
I really appreciate this but after 30 min of weighting the pros and cons I found that handling a command line parameter would lead to further confusions atm.Frazzlee wrote:ahh c, and idk if you've seen my plugin (collects modelbin files from all dir and writes to respective modelbins.txt), but I wanted to do it where it uses exe to directly produce the obj's too
p.s. could you take name of folder in which modelbins.txt is in and have that as the obj name pls, i'm happy to help
I need a better understanding of the uv layering (i.e. a more or less fully textured model).
Atm in jm versions I use the BOOL CheckUV_offsets(HWND hwnd) function
to handle uv-offsets manually (line uv-offsets 4 4 4 4 4 4 4 4 (example) in the obj files).
This uv selection has to be done for each xxx_a.modelbin separately (I'm not even sure if once you found a suiting offset combination it would fit for all modelbins of a model).
The idea of your plugin processing modelbins automatically is good but it severely interferes with the manual uv selection (per model, or maybe even worse, per modelbin?). It would produce dozens of obj files containing many wrong uv maps which I fear could cause a shit storm.
I don't have the time for texturing so still waiting for a fully textured model, see above.