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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Tue May 09, 2017 6:56 pm 
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0355 wrote:
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


Ah, that's the point. MakeH2O generate .obj files that don't support multi UV channel. I guess you have to play with the 44444444, 88888, 12121212, 161616 thing in the tool, or to use 3Dsimed to have .dae or .fbx.

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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 10:12 am 
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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


High detail models don't use these textures (probably only low poly one's)
Btw if someone will correct me and say they do use them, I wonder how do they help because they're just shading textures and are useless. high detail meshes are good enough to generate shading with game engine.
Image
Instead there are few good textures for gaudges, decals and stitches that HQ models use, everything else is just simple diffuse color because there's a material for every part
Image


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 12:28 pm 
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@chasez i suggest you go read about ambient occlusion maps. The high lods use them including the interior. Game shading sucks imo, AO maps make a big difference.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 1:03 pm 
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Still stuck on how to find a way to texture rear wheels meshes of the damn ferrari.
AO don't match UVs that I have in max, can't find a way to pull other textures for wheels... would need a tutorial on wheels for Horizon 3...


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 2:48 pm 
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minime891 wrote:
@chasez i suggest you go read about ambient occlusion maps. The high lods use them including the interior. Game shading sucks imo, AO maps make a big difference.

No. Only low poly models use ao mapping because it's generated from high poly model. I know, because I used to paint vertices on my GTA4 mods to make the car look better and believe it or not original cars had painted vertices aswell (you can actually see that when you flip the car over the bottom is darker). If you don't know what I mean just watch any video on youtube about painting vertices. You are welcome!


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 3:28 pm 
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chasez wrote:
minime891 wrote:
@chasez i suggest you go read about ambient occlusion maps. The high lods use them including the interior. Game shading sucks imo, AO maps make a big difference.

No. Only low poly models use ao mapping because it's generated from high poly model. I know, because I used to paint vertices on my GTA4 mods to make the car look better and believe it or not original cars had painted vertices as well (you can actually see that when you flip the car over the bottom is darker). If you don't know what I mean just watch any video on youtube about painting vertices. You are welcome!

Well the fact is you're wrong. The AO textures cover body, front/rear seats, interior door panels, headlights, engine bay etc. All high poly parts that use the AO texture which is confirmed when you look at the UV layers.

And i fully understand what vertices painting is so i don't need to watch a video. TDU1/2 users painted vertices along with i suppose many other games. I suggest again that you go read about ambient occlusion or just look at the forza models to further understand what parts use AO textures.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 4:15 pm 
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minime891 wrote:
chasez wrote:
minime891 wrote:
@chasez i suggest you go read about ambient occlusion maps. The high lods use them including the interior. Game shading sucks imo, AO maps make a big difference.

No. Only low poly models use ao mapping because it's generated from high poly model. I know, because I used to paint vertices on my GTA4 mods to make the car look better and believe it or not original cars had painted vertices as well (you can actually see that when you flip the car over the bottom is darker). If you don't know what I mean just watch any video on youtube about painting vertices. You are welcome!

Well the fact is you're wrong. The AO textures cover body, front/rear seats, interior door panels, headlights, engine bay etc. All high poly parts that use the AO texture which is confirmed when you look at the UV layers.

And i fully understand what vertices painting is so i don't need to watch a video. TDU1/2 users painted vertices along with i suppose many other games. I suggest again that you go read about ambient occlusion or just look at the forza models to further understand what parts use AO textures.


Useless. Waste of time, honestly. I'd rather bang my head against the wall.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 5:33 pm 
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Doc0 wrote:
Ah, that's the point. MakeH2O generate .obj files that don't support multi UV channel. I guess you have to play with the 44444444, 88888, 12121212, 161616 thing in the tool, or to use 3Dsimed to have .dae or .fbx.


Ok managed my way thru 3dsimed. It is unable to load the full carbin of the car, but it can load part by part from scene folder. I found the wheel mesh and I saved as FBX. Now in max I have the various UVW channels with correct names of materials. I found one .materialbin in the opusdev release but I can't for the life of me track back the related swatchbin... also the AO texture you posted isn't compliant with any channel of the UVW. I understand that the mesh should be painted via a generic swatchbin texture and then "shaded" via the AO map, but I just can't find a way to have a mesh and a UV related to a single texture.
I've seen that "Materialbin Texture Collector" should be the right tool to have what I need but it hasn't been released so I'm here stuck on a loop...
Any help?


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 8:02 pm 
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0355 wrote:
Doc0 wrote:
Ah, that's the point. MakeH2O generate .obj files that don't support multi UV channel. I guess you have to play with the 44444444, 88888, 12121212, 161616 thing in the tool, or to use 3Dsimed to have .dae or .fbx.


Ok managed my way thru 3dsimed. It is unable to load the full carbin of the car, but it can load part by part from scene folder. I found the wheel mesh and I saved as FBX. Now in max I have the various UVW channels with correct names of materials. I found one .materialbin in the opusdev release but I can't for the life of me track back the related swatchbin... also the AO texture you posted isn't compliant with any channel of the UVW. I understand that the mesh should be painted via a generic swatchbin texture and then "shaded" via the AO map, but I just can't find a way to have a mesh and a UV related to a single texture.
I've seen that "Materialbin Texture Collector" should be the right tool to have what I need but it hasn't been released so I'm here stuck on a loop...
Any help?


Can't help you because i'm not a 3DMax user. In Blender, its fairly easy, there are 4 UV map for the Ferrari wheel, and one of them fit the AO map. Blender its a freeware, i don't see why a pro software like Max shoudn't be able to do the same.

But to be honest, i don't find them not very useful. It's just a trick to fake shadows for game engines, whatever the lod, and i want these models for render only. The only useful ones are the doortages, the gauges, and some liveries.

Anyway, just some examples :

right bottom you have the UVMap on the AO Map and you can see in the pannel on the right that UV channel is 3.

i just used a simple node configuration, a mix 50/50 of a glossy shader and the texture.

Image

same thing with a glossy shader more glossy but part only for 20% for the result.

Image

last one without the AO Map.


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Wed May 10, 2017 8:55 pm 
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So without AO map : Image


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Thu May 11, 2017 11:19 am 
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Doc0 wrote:
So without AO map : Image


Ok, thanks a lot.
That's for the front wheel, but the situation of the rear wheel UV map (at least for me and my skills) is different. In channel 2 I have the aluminum clearcoat but map don't fit the AO:
Image


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Mon May 15, 2017 4:06 pm 
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how do i get permissions for to unpack the forza files? horizon 3? cause i tryd to unpack them but i see weard signs and i need permissions


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Tue May 16, 2017 7:54 am 
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nick22savino wrote:
how do i get permissions for to unpack the forza files? horizon 3? cause i tryd to unpack them but i see weard signs and i need permissions


you must "take ownership" of folder, and game's gotta be dumped with UWD, or just download the dev version which is un encrypted

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MakeH2O Plugin : https://github.com/Frazzlee/MakeH2O-Plugin


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 Post subject: Re: Forza Motorsport Resource Extraction (.carbin)
PostPosted: Tue May 23, 2017 10:02 am 
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Hey there. I would like to announce release of Swatchbin Texture Converter 0.40.

Key features:
• Added support to convert input files to PNG and BMP formats with possibility of sRGB color correction.
• Added feature to overwrite existing output files. The converter will skip existing file if already exists in destination folder. Enabled by default.
• Added feature which informs the user of unsuccessful conversion together with three new ways to recognize invalid inputs. (InvalidSwatchbinHeaderException, UnsupportedCompressionException and the one for handling empty files with swatchbin extension)
• Added logging feature of unsuccessful conversions to text file. Folder: %appdata%\SwatchbinConverter\logs.
• Added support for R8G8B8A8 compression.
• Fix: It is no more possible to change preferences while the conversion is running.
• Fix: One-per-launch warning dialog for "Delete once done" feature.
• Fix: The tool will not process file if invalid/unsupported compression byte is found (line in previous versions) but throws error instead

DOWNLOAD HERE

Please report any issues immediately by using private message here, or use contact methods at download website.

Enjoy.


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