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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Fri May 05, 2017 4:06 pm 
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Doc0 wrote:
http://sim-garage.co.uk/3dsimed3-download/

3DSimED seems to work now on the modelbin. Scaling and uv seems mostly O.K. But its only 20 days trial so be fast to use it :(

Don't know if there is a batch script for that, but i had to import each modelbin one by one. Don't forget to use the export plug-in to export. The fbx generated is one single mesh, easy to split with blender but seems to give problem to friends of mine using 3Dmax.

Look like there are issues of normal on some meshes too.

For blender user, import all the fbx (fbx binary is mandatory), scale x100 and rotate 180° and you have the exact same thing that H2O generated obj.

I prefer the MakeH2O way, so i will use this one for the dashboard, wipers, doors and where uv are usefull.


You can export directly in 3ds.

For anyone wanting to import to Zmod3, export as rFactor2 and import with Zmod

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Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Fri May 05, 2017 7:19 pm 
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Just export to kn5 and then import to 3ds max. Seems to work fine for the part i tested, all separated and mapping okay.
Image


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Fri May 05, 2017 8:31 pm 
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How to import LOD1 models with 3DsimED anybody knows?
Is just LOD0 models are to high for the game I mod (World Racing 2), so I always use LOD1 + some LOD0 parts.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sat May 06, 2017 6:44 am 
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TomWin wrote:
How to import LOD1 models with 3DsimED anybody knows?
Is just LOD0 models are to high for the game I mod (World Racing 2), so I always use LOD1 + some LOD0 parts.


I suggest to go to the 3DsimED forum to ask as i'm not sure this is the correct place. http://thepits.us/board/viewforum.php?f=25

I shall still be using shakotay2s' tool as it has the other UV channels And as you point out other LODs.

There seems to be a lot of isolated vertices with 3DsimED, at least with the method i have chosen to get it into 3dsmax.
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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sat May 06, 2017 11:59 am 
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Forza Horizon 3. I have the resources extracted for a car from OpusDev(Ferrari F50). Rear wheels are different from front wheels and I successfully placed everything in place. I was looking for textures, but there's no texture for wheels. I've looked in every single texture folder (and checked every single texture present). Is there something I'm missing?
Thanks guys


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sat May 06, 2017 12:53 pm 
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0355 wrote:
Forza Horizon 3. I have the resources extracted for a car from OpusDev(Ferrari F50). Rear wheels are different from front wheels and I successfully placed everything in place. I was looking for textures, but there's no texture for wheels. I've looked in every single texture folder (and checked every single texture present). Is there something I'm missing?
Thanks guys


They don't have textures like before but in stead just use an AO texture and material settings. At least that's how it seems to me, maybe some one will correct me.
ImageImage


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sat May 06, 2017 1:48 pm 
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minime891 wrote:
0355 wrote:
Forza Horizon 3. I have the resources extracted for a car from OpusDev(Ferrari F50). Rear wheels are different from front wheels and I successfully placed everything in place. I was looking for textures, but there's no texture for wheels. I've looked in every single texture folder (and checked every single texture present). Is there something I'm missing?
Thanks guys


They don't have textures like before but in stead just use an AO texture and material settings. At least that's how it seems to me, maybe some one will correct me.
ImageImage


Thanks mate, from where did you pull that texture, I wasn't able for the life of me to find it.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sat May 06, 2017 3:40 pm 
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They're in \Textures\libraryao\wheels.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sat May 06, 2017 3:54 pm 
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minime891 wrote:
They're in \Textures\libraryao\wheels.

Many thanks, very helpful


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Sun May 07, 2017 9:41 pm 
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I have a simple question about lower LODs. Where are those located? I've tried to import a car package from GameModels in 3DSimED but seems those are not imported. Now, I don't know if the package is missing the lower LODs needed, or if the tool is not able to import them yet.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon May 08, 2017 3:18 pm 
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minime891 wrote:
0355 wrote:
Forza Horizon 3. I have the resources extracted for a car from OpusDev(Ferrari F50). Rear wheels are different from front wheels and I successfully placed everything in place. I was looking for textures, but there's no texture for wheels. I've looked in every single texture folder (and checked every single texture present). Is there something I'm missing?
Thanks guys


They don't have textures like before but in stead just use an AO texture and material settings. At least that's how it seems to me, maybe some one will correct me.
ImageImage


Sorry again but there's something strange in the UV map... it seems there should be another texture from this map
Image


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon May 08, 2017 3:26 pm 
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which tool did you use for model extraction?
Can you upload the concerning modelbin file?

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Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon May 08, 2017 5:09 pm 
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0355 wrote:

Sorry again but there's something strange in the UV map... it seems there should be another texture from this map
Image


Nothing strange, the UV you are showing are in the UV channel 1 for the front wheel and you try to use it with the picture for the rear wheel.


FBX generated by 3Dsimed are multichannel for UV, if you try the UV channel 3, for the front wheel image, it will be all right.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon May 08, 2017 5:31 pm 
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if anyone is in need of all textures from FH3 in dds format - intel texture plugin needed , NOT nvidia one
https://mega.nz/#F!pI9HHKYB!OwADA4sgJbkOWcUpdknxeg

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Extract FH3 models to obj: https://www.youtube.com/watch?v=ceT65mGln_Q
MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon May 08, 2017 6:03 pm 
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Doc0 wrote:
0355 wrote:

Sorry again but there's something strange in the UV map... it seems there should be another texture from this map
Image


Nothing strange, the UV you are showing are in the UV channel 1 for the front wheel and you try to use it with the picture for the rear wheel.


FBX generated by 3Dsimed are multichannel for UV, if you try the UV channel 3, for the front wheel image, it will be all right.


But I didn't use 3dsimed. Just the extraction tool from Shakotay2 and imported the obj into max
If I look into the id menu of the UV editor in max there's just a single id (number 1). Can't find other channels



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