Re: [Xbox 360] Forza 3 Resource Extraction Tool (.carbin)
Posted: Mon May 10, 2010 9:25 pm
LOL do you even read the message?Install the XNA Framweork...
XNA Redistibutable Game studio
XNA Redistibutable Game studio
That would be much appreciated...a second pair of eyes is always welcomeKotton wrote:edit- Threep managed to get an lod0 mesh in game (he had to use mesh smooth mind you which sent the lod0 count up drastically) - but look at the adaptive damage, look familiar? o.O
-there's something seriously and fundamentally wrong with these meshes- however, don't get me wrong, I'm not complaining.. as I'm trying to get Roman Lut to have a look at your source
files and lend a hand with his input
So its either just a screw up on Zmodeler forum.phpBB : Critical Error
Could not connect to the database
If thats true, MS is acting like a pussy.sommergemuese wrote:Hmm maybe stress with Microsoft because it's possible to Import 3D Models from Xbox 360 Shift?
Code: Select all
<ContentFiles>
−
<ContentFile name="mas_mc12_04.max" lastbuilt="80513">
−
<DependantFiles>
<Texture texturename="glass_texture.tga" path="\forza2\main\media\src\cars\commontextures"/>
<Texture texturename="bumper_frame.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="carbonfiber.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="glass_texture.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="grille1.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="grille2.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="rotor0.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="tirea0.tga" path="\forza2\main\media\src\cars\mas_mc12_04\commontextures"/>
<Texture texturename="damage.tga" path="\forza2\main\media\src\cars\mas_mc12_04"/>
<Texture texturename="damagelights.tga" path="\forza2\main\media\src\cars\mas_mc12_04"/>
<Texture texturename="lights.tga" path="\forza2\main\media\src\cars\mas_mc12_04"/>
<Texture texturename="nodamage.tga" path="\forza2\main\media\src\cars\mas_mc12_04"/>
</DependantFiles>
</ContentFile>
</ContentFiles>
Wait? What.. They built the models orignally in 3dsmax? That's pretty funny actually.Veegie wrote:<ContentFiles><ContentFile name="mas_mc12_04.max"
-------------Oleg wrote:It doesn't state directly in file format about hierarchy relations, but it looks like it's possible to retain this information.
Wow, I think one of their scanner has been in pieces on the floor lol.toolieo wrote:Wait? What.. They built the models orignally in 3dsmax? That's pretty funny actually.Veegie wrote:<ContentFiles><ContentFile name="mas_mc12_04.max"
-----------------
Edit: Zmodeler forum is back up, so anyone who could provide info about the .obj format to oleg, go here: http://forum.zmodeler2.com/viewtopic.ph ... 4&start=25
I believe he is trying to figure out the hierarchy relations.-------------Oleg wrote:It doesn't state directly in file format about hierarchy relations, but it looks like it's possible to retain this information.
Edit (again):
The new Forza 3 DLC is delicious.
This sucks major 'nuts'
Of course they used 3ds Max.toolieo wrote:Wait? What.. They built the models orignally in 3dsmax? That's pretty funny actually.Veegie wrote:<ContentFiles><ContentFile name="mas_mc12_04.max"