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Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Mon Oct 17, 2011 2:59 pm
by AirOne
Please find attached FM3+4 car list with tires specs and rims coordinates (646 cars without duplicates).

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Mon Oct 17, 2011 3:00 pm
by AirOne
Please find attached FM3+4 car list with tires specs and rims coordinates (646 cars without duplicates).

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Mon Oct 17, 2011 4:25 pm
by bigBear
AirOne, the tires are not supported by Forza Studio.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 12:02 am
by Ernegien
Can someone check if texture coordinates are being properly exported now? For some reason it's not letting me upload files through the forum, so I'll just throw it on my server again...

http://codeescape.com/temp/Forza%20Stud ... .17.11.zip

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 1:22 am
by Dayfox
Ernegien wrote:Can someone check if texture coordinates are being properly exported now? For some reason it's not letting me upload files through the forum, so I'll just throw it on my server again...

http://codeescape.com/temp/Forza%20Stud ... .17.11.zip

Good evening, I'm new here so will start with Hi for now , might introduce myself properly in the near future.

From what I have been able to export of a Fer 599 GTO no the UV maps are not there yet, but this is way different to what I have been using with FM3 .Z3D files stuff through so don't shoot me just yet plz.

I have just exported from Forza Studio (with above supplied files), used FTexextract to get some PNG files for NoDamage, imported to Max 2011, applied PNG all over (I know about subsections for lights ect. so I know this last part is wrong but for the sake of this test...), is this what you were expecting?

http://imageshack.us/photo/my-images/706/gtotest.jpg/

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 2:07 am
by minime891
Just did a test also and got the same result.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 2:37 am
by MMWsmokey
Unfortunetly, no, not properly just yet. but it does seem to be a step in the right direction (this is a body/paint material mapping example):

Image

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 8:03 am
by Tosyk
MMWsmokey wrote:Unfortunetly, no, not properly just yet. but it does seem to be a step in the right direction (this is a body/paint material mapping example):

Image
I think this is on of the UV layers. And I think for the chassis it's main UV layer.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 12:08 pm
by toolieo
@Ernegien: Gave it a shot myself and UV is still not mapping out. I didn't notice a slight change though, if that is worth anything. :]



Edit: Slightly stretched I think as its hanging over the texture.

(Click to enlarge)
Image


The UV's are displaying properly but are not positioned and sized correctly. I took the UV's that Forza Studio (10.17.11) used, resized and stretched and they do place correctly.


Image

The only problem, I have seen is the AutoVista models seem to have more UV problems but normal ingame models seem to be fine they just need to be positioned and sized.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 12:52 pm
by Bregel
Here is the comparison with FM3.

Image

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 1:13 pm
by toolieo
@Bregel: Are you using the "forza studio 10.17.11" ? Because the old Forza Studio had bad UV mapping, I am using the 10.17.11 I can see the mapping but like I have said in my post it just needs to be placed and resized properly.



Example: Using the 99 Toyota GT1.

Image

Please note Forza 4 used the same Toyota GT1 model in Forza 3, so it will be very hard to tell each apart in the image.


*Fix I am using a better example image.

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 1:26 pm
by 9lXA
MMWsmokey wrote:Unfortunetly, no, not properly just yet. but it does seem to be a step in the right direction (this is a body/paint material mapping example):

Image
Ernegien, see correctly on mapping: it's right, but wrong scale of mapping of some details(like a bonnet)

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 1:30 pm
by MMWsmokey
i think toolieo may be on to something regarding 'normal' lod0 cars and 'autovista' s_lod0 cars (the ones with engines and stuff):

to compare this sls amg, first picture is normal lod0, second picture is autovista s_lod (i did not touch the mapping, to compare):

Image

Image

even there are similarities, you can see apart from the extra parts in s_lod0 (engine bay etc) that the mapping on several parts is more off

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 1:55 pm
by toolieo
Tip: Don't attach any body parts with others.. That's how UV mapping goes crazy. Car hoods, some front bumpers, rear bumpers will be over sized and that is what makes the UV mapping look incorrect.

Separate part by part UV's work but they are just out of place and not sized. :]

Here is a prime example: *All 3D UV's where separately done.

Ferrari 458 Italia Challenge.


Image
Image


I connected all livery masks by photoshop, to create a template to align each single body UV.
Image

Re: Forza Motorsport Resource Extraction (.carbin)

Posted: Tue Oct 18, 2011 2:05 pm
by Bregel
@toolieo : sure I am using 7.9.10 for FM3 and the latest one for FM4. I mean UV mapping like FM3 the final release should be.