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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sun Mar 19, 2017 4:23 pm 
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https://gyazo.com/b2d00ede9899eb8315452ab777e0d3db
is a build im working on :D

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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sun Mar 19, 2017 9:26 pm 
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brianmoyano wrote:
Hi, i don't know if this is the best place to ask, but since we have the files for the game, can we get the images of the cars with transparent backgrounds?

Like this one
Image


only if they're stored as an image format and not rendered real time whilst in game, out of interest why do you need it? Surely this cannot be only source where such images can be found


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sun Mar 19, 2017 9:50 pm 
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Added _library folder, thanks to GTAIV Modder for pointing this out to me <3 and added an icon to the program..
Download here:https://github.com/Frazzlee/MakeH2O-Plugin
Next update will hopefully use MakeH2O to open the files and create the obj directly so minimising work needed to convert to obj : )
p.s. Will also take a look at dash scaling issue when I have time...


Edit 20:56pm : Added new source so I don't have to do it later


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon Mar 20, 2017 12:11 am 
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Frazzlee wrote:
brianmoyano wrote:
Hi, i don't know if this is the best place to ask, but since we have the files for the game, can we get the images of the cars with transparent backgrounds?

Like this one
Image


only if they're stored as an image format and not rendered real time whilst in game, out of interest why do you need it? Surely this cannot be only source where such images can be found

I think some images like the one that i uploaded should be local stored because it's a stock car, i don't need the tuned ones.
And the reason is because i wanted to make a design and use this resources, and it's pretty hard to find a set of consistent cars, with the same scale and angle.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon Mar 20, 2017 7:10 am 
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They are in the stripped folder from what i can see.
Image


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon Mar 20, 2017 10:37 am 
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fixed a bug with Aston Martin Vulcan (ast_vulcan_16), body_a.modelbin, reported by SonyKalien; thx!

Be aware of such lines in the obj files:
# body_a.modelbin, # uv-sizes 24 24 32 32 28 32 32 32 32 36 36
which should help to decide which uv offsets to choose.

There's 11 uv blocks. The first one has the uv channels 2, 3, 4 at offsets 4, 8, 12,
the 6th one should have 2 3 4 5 (at offsets 4, 8, 12, 16),
the 8th and 10th should have all 5 sets (unchecked, so this has to be proven!)

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Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm8.zip

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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon Mar 20, 2017 2:20 pm 
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minime891 wrote:
They are in the stripped folder from what i can see.
Image

Wow, i think i'm in love with you. I already have the Devbuild (Opusdev) in my computer, can i find it there? What's the location?
If not, can you share it with me?


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon Mar 20, 2017 8:23 pm 
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shakotay2 wrote:
fixed a bug with Aston Martin Vulcan (ast_vulcan_16), body_a.modelbin, reported by SonyKalien; thx!

Be aware of such lines in the obj files:
# body_a.modelbin, # uv-sizes 24 24 32 32 28 32 32 32 32 36 36
which should help to decide which uv offsets to choose.

There's 11 uv blocks. The first one has the uv channels 2, 3, 4 at offsets 4, 8, 12,
the 6th one should have 2 3 4 5 (at offsets 4, 8, 12, 16),
the 8th and 10th should have all 5 sets (unchecked, so this has to be proven!)


could you make it so that your program can open the files as a default settings, so as to say dragging the modelbins.txt into the exe would work?


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon Mar 20, 2017 10:20 pm 
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I was thinking about command line parameters, or using the exe in a batch, but found it less important.

Separate obj files to be created for Exterior, Interior and _library (CAD_ATSV_16) when parsing a
scene-modelbins.txt for example would make more sense to me.

The more important things on the todo list are complete uv maps, the movable parts, the suspensions, the dashboards.

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Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm8.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Tue Mar 21, 2017 4:05 am 
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Just in case it's of any use to someone - I did a comparison of UV mapping as produced by MakeH20.

This is the SLOD parts from Lambo Cenentario. In game it has a carbon fibre material. This is produced by a tiled normal map across the body. The map is mirror-imaged down the center of the body (via flipped UVs not normals?), so the car parts are also split down the centre, except for lower LOD's. Also, after a quick hex thru the meshbins to get material and map names, it appears that lower LODs may use slightly different materials. In this case I suspect that the lower LODs have a separate material for left and right instead of mirrored UVs using the same material. I could be wrong about this, this is just an observation :)

Image

Image


Last edited by SoniKalien on Wed Mar 22, 2017 1:00 am, edited 2 times in total.

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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Tue Mar 21, 2017 8:55 pm 
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shakotay2 wrote:
I was thinking about command line parameters, or using the exe in a batch, but found it less important.

Separate obj files to be created for Exterior, Interior and _library (CAD_ATSV_16) when parsing a
scene-modelbins.txt for example would make more sense to me.

The more important things on the todo list are complete uv maps, the movable parts, the suspensions, the dashboards.


yeah the command line params need to be changed, what language is it written in?


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Tue Mar 21, 2017 10:58 pm 
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@SoniKalien: what happened to the images in your post?

Frazzlee wrote:
yeah the command line params need to be changed, what language is it written in?
it's C (exe as a GUI app)

Quote:
dragging the modelbins.txt into the exe would work?
"dragging onto" works for console applications only, afair.

It's possible to use WM_DROPFILES, i.e. you could drag 'n drop the modelbins.txt into the extractor's window but since it has a one-shot-only structure that doesn't make too much sense.

A professional solution would be doing a recursive search for modelbin files and having them displayed as a list where to choose from with multiple selections.

But since my time is limited I decided to use dir /s /b *.modelbin > modelbins.txt which I found to be a very efficient way of collecting.

_________________
Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm8.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed Mar 22, 2017 1:01 am 
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shakotay2 wrote:
@SoniKalien: what happened to the images in your post?


Fixed sorry :oops:


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed Mar 22, 2017 5:10 pm 
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Things are going pretty well with the last JM, JM4 and 5 are O.K., i can do things like that:

Image or Image

Each model can take for me 30 mn to 2 hours to have something correct using Blender.

At the end models are pretty good looking :

Image

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.

Does anybody here havec some insight wether its coming from the original modelbin and its extraction or from the conversion by H2O and so can be done at the end.

Thanks in advance!!


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed Mar 22, 2017 7:38 pm 
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shakotay2 wrote:
@SoniKalien: what happened to the images in your post?

Frazzlee wrote:
yeah the command line params need to be changed, what language is it written in?
it's C (exe as a GUI app)

Quote:
dragging the modelbins.txt into the exe would work?
"dragging onto" works for console applications only, afair.

It's possible to use WM_DROPFILES, i.e. you could drag 'n drop the modelbins.txt into the extractor's window but since it has a one-shot-only structure that doesn't make too much sense.

A professional solution would be doing a recursive search for modelbin files and having them displayed as a list where to choose from with multiple selections.

But since my time is limited I decided to use dir /s /b *.modelbin > modelbins.txt which I found to be a very efficient way of collecting.


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



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