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Forza Motorsport Resource Extraction (.carbin)

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nfsx
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by nfsx »

[EDIT]Do you read the rules, ever ? You've just returned from being banned for a week, and now you break the rules again? It clearly states NO WAREZ, and NO TALKING ABOUT WAREZ. - Mr.Mouse
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by adk »

@Ernegien

Wow 8D That is one, great progress, big thanks for all Your hard work!

@nfsx

I dont think that is a good place to ask about such things...
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by XSB »

Energien: nice work :)

just a minor thing I wanted to ask: does anyone know if its possible to code texture slots into an OBJ file (so, after import, textures will be loaded to materials)?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Nobby »

Yes it is possible. in the list of material properties i posted about 10 pages back for Energien, you can see it has slots for diffuse maps ( colour ), specular maps, bump mapping ( normal maps ) in fact most channels that have a setting can also have a texture applied to them. but to be honest we did say when we was asking Energien to add MTL support that we only needed a blank diffuse channel, as thats enough to get us the separate surfaces to map to. also adding the texture slot really is just lazyness for the user, while yes it would be nice to just load in the carbin file and dump it out fully textured its not really needed, we can map textures to the models just fine with what we have right now.

But yes it is possible.. altho its coded in the MTL file not the object itself. obj stores all its UV information in the model, and stores all its surface info in the mtl ( btw an mtl file is just a txt file you can open and edit it directly in notepad )
Yes! i know that's what i said... But its not what i meant. ;)
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

XSB wrote:Energien: nice work :)

just a minor thing I wanted to ask: does anyone know if its possible to code texture slots into an OBJ file (so, after import, textures will be loaded to materials)?
If you check the project source in ForzaStudioForm.cs under the ExportOBJ() method, you will see that I actually started playing around with assigning default shader properties for various parts. Eventually I may add support for game textures (although I really have no experience with x360 image formats) or have default custom ones, but for now I felt they aren't really needed since most people will just want to use theirs anyways. Right now I guess I'm mainly focusing on decoding these files, and saving the more trivial stuff for later...
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by CodeWrestler »

I have been following this from the beginning although I cannot contribute much but GOOD work Energien - keep the objects export going - really looking forward to be able to extract the tracks as well :)

Thank you.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Looks like I overlooked the simple possibility of the entire track mesh being contained within all of the individual track objects. At first I thought the track mesh was separate, but I seem to have been mistaken, and what a relief that is :)

The picture below is just a VERY rough proof of concept, that only renders the first piece of each object and skips any object with a vertex format I haven't mapped out yet, so there is lots missing still. I am currently in the middle of a major core rewrite of some of the code to make it easier for me to support different kinds of 3d objects in all versions of Forza, and hopefully I should have some real progress and supporting source within the week :D

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Veegie »

Another view showing off a staircase.
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Neos7 »

awesome
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Alexsashka »

Sorry for the stupid question, will support Forzamotorsport 2?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Alexsashka wrote:Sorry for the stupid question, will support Forzamotorsport 2?
It looks like most Forza 2 tracks are contained within Forza 3 so no it's not a huge priority of mine at the moment...
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by bigBear »

Alexsashka wrote:Sorry for the stupid question, will support Forzamotorsport 2?
He said:
I am currently in the middle of a major core rewrite of some of the code to make it easier for me to support different kinds of 3d objects in all versions of Forza, and hopefully I should have some real progress and supporting source within the week :D
So its clearley all versions of forza.
And it's a matter of time.


Nice done.
Im just speachless and cant find the correct word but fantastic!
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Neos7 »

could u please try to also get materials import?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Ernegien »

Neos7 wrote:could u please try to also get materials import?
I will most likely need some help in that area, or I will just have to do quite a bit of research on my own, since textures are even less of a strongpoint than models are for me :X
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by matt55 »

Hi all!
I ve got question: Is there any way to get orginal proporties of wheels you know size of tyres, width etc.. because in game is only one wheel sometimes front and sometimes rear. In game the wheels are cloned from one to four and they are different to each other, esspecially Ferrari's F50GT front tyres are smaller than rear. pls help me if You can.
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