Page 126 of 138
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 1:21 pm
by nick22savino
Frazzlee wrote:nick22savino wrote:could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed?
Where are they listed?
there in the obj when imported to blenders
https://gyazo.com/d4ac02bc024488ecc781ae7c94557cdc the fourth line starts material
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 1:55 pm
by Andrakann
Frazzlee wrote:Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 5:07 pm
by shakotay2
nick22savino wrote:could there not be made a script that applies and generates the materials wich are listed at the line where the material name is listed?
For FH3 this is not as easy as you may think of. Have a look at Andrakann's post:
viewtopic.php?f=16&t=4256&p=126817&hili ... ty#p126817
and you'll find out that a scanning of
material.bins is required and some more. This will not become part of the
Make_H2O-ForzaHor3 project because of lack of time/motivation.
It should be a separate project, the required coding skills are supposed to be simple but it's a tedious task.
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 5:17 pm
by Frazzlee
Andrakann wrote:Frazzlee wrote:Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
ah , installing now then
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 9:07 pm
by TomWin
Andrakann wrote:Frazzlee wrote:Andrakann wrote:Google "OpusDev torrent" and download only files you need.
With unreleased Porsche cars.
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
Thank you so much. That's great that there are all separated files.
It's really sad we pay for game and we get stupid encrypted files
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 9:59 pm
by shakotay2
I'm not sure if anyone took care for the positions of movable parts seriously;
the problem I see is that the bone's tail position (boneDoorRF here) and the
doorHandleRF location don't fit exactly when placing manually.
(other than the mesh the bones aren't un-mirrored so far, so LF and RF are swapped)
Doorposition.JPG
When using the values from the dae, it's totally shxt (lower part of pic).
Ued the values from the dae, adding the x,y,z components from root and child boneDorrLF (doorHandleLF):
Code: Select all
<node id="Bone_root_boneDoorLF" name="root_boneDoorLF" sid="root_boneDoorLF" type="JOINT">
<matrix sid="Transform">0.999994 0.000000 -0.003383 X:-0.922483 0.000000 1.000000 0.000000 Y:1.707396 0.003383 0.000000 0.999994 Z:0.827334 0.000000 0.000000 0.000000 1.000000</matrix>
<node id="Bone_boneDoorLF" name="boneDoorLF" sid="boneDoorLF" type="JOINT">
<matrix sid="Transform">0.999994 0.000000 0.003383 X:0.111272 0.000000 1.000000 0.000000 Y:-1.106002 -0.003383 0.000000 0.999994 Z:-0.086873 0.000000 0.000000 0.000000 1.000000</matrix>
</node>
</node>
(maybe I made some mirroring mistake?)
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Fri Mar 31, 2017 10:24 pm
by TomWin
I noticed that some parts also has wrong scale and rotation.
Eg. Ford Focus RS '03 (trunk/boot badges)so tiny and rotate bad without bone, also disc and calipers bone arent good.
BTW. anybody knows where FH3 stores now body paint colors and carPartsposition (apart from bones), in older forzas it was all in gamedb.slt
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sat Apr 01, 2017 9:43 am
by Frazzlee
TomWin wrote:Frazzlee wrote:Andrakann wrote:
will they be decrypted though?
No, it's leaked developer version, initially non encrypted.
Thank you so much. That's great that there are all separated files.
It's really sad we pay for game and we get stupid encrypted files
Not to be on their side but most game Devs do this
to an extent
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sat Apr 01, 2017 4:06 pm
by shakotay2
well, stupid me forgot
to swap y and z for blender, how poor
It's 0.811206, -0.740454, 0.601394 for the
doorHandleLF, works like a charm, then, door position ok.
(rmh, seems noone is really interested in automatic positioning any more,
well I leave you alone with this, since I gave the idea how to perform it by python script.)
Keep in mind t
o parent the other child "doorHandleLF" parts such as
LS0_doorHandleLF_a_LODS0_metal_RGH_001
to parent
"LS0_doorHandleLF_a_LODS0|doorLF_a_LODS0_carPaint"
so that they move all together.
(Didn't test it, should work, don't have a better idea.)
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sat Apr 01, 2017 6:43 pm
by Lord Neophyte
sure man sure
still waiting for the final "automatic positioning" feature
and i think a lot of people too but nobody talks here about it ^^
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sat Apr 01, 2017 10:50 pm
by xInno3Dx
@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sat Apr 01, 2017 11:45 pm
by zwrtron
Hey, I would like to share our progress with
Modelbin Textures Collector - update 2.
Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.
Structure:
Code: Select all
modelbin → materialbins → swatchbins > materials\materialbin_name\swatchbins
modelbin → swatchbin > materials\swatchbin
The only required thing is having
car archive and
required library (Materials.zip, Textures.zip and their 'pri' variants).
* Repacked variants of archives will work too, if they do not lack of required files.
Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw
With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).
* UV-scale done manually
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sun Apr 02, 2017 7:37 am
by shakotay2
xInno3Dx wrote:@shakotay2 are you shure that you haven't accedntily used the apex one again? Because they both have the same filename
very
unsure ; fixed with -jm9; thanks for reporting!
Lord Neophyte wrote:sure man sure
still waiting for the final "automatic positioning" feature
This will not become part of the Make_H2O-ForzaHor3 project because of lack of time/motivation.
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sun Apr 02, 2017 8:33 am
by Andrakann
shakotay2 wrote:It's 0.811206, -0.740454, 0.601394 for the doorHandleLF, works like a charm, then, door position ok.
And you don't have a problem (
mentioned here) with RF door parts position in Blender?..
Re: Forza Motorsport Resource Extraction (.carbin)
Posted: Sun Apr 02, 2017 10:55 am
by Frazzlee
zwrtron wrote:Hey, I would like to share our progress with
Modelbin Textures Collector - update 2.
Since this update (02-04-2017) the tool is able to read files in original archives, there is no need to extract anything. The tool directly, silently and quickly decompress archive chunk and finds required data of entries, matches file and copies it to specified directory.
Structure:
Code: Select all
modelbin → materialbins → swatchbins > materials\materialbin_name\swatchbins
modelbin → swatchbin > materials\swatchbin
The only required thing is having
car archive and
required library (Materials.zip, Textures.zip and their 'pri' variants).
* Repacked variants of archives will work too, if they do not lack of required files.
Rather than writing another hundreds of words, here's quick video:
https://youtu.be/bVcAz9gu1Kw
With the latest version of shakotay2's Make_H2O-ForzaHor3-jm8 and MTC it's possible to quickly match materials and properly texture model surface.
Our goal is to generate .mtl files for each material (materialbin entry) so maybe there will be a way to match objects containing material name with mtl materials (if not, then probably force with maxscript).
* UV-scale done manually
Does this mean we don't have to separate by materials or find Textures