The Forum is up for sale: XeNTaX Forum looking for new owner
Search found 392 matches
- Fri Jan 27, 2017 4:44 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
About mipmaps: Does the mipmap counter shares the same location in dx10 headers as well ? For DX10 it's position is 1C h, but there's other changes always present: http://i90.fastpic.ru/thumb/2017/0127/0b/b24d05b906f329f0f11521e543c9fb0b.jpeg Bytes at positions 6C h and 6E h, plus unknown counter a...
- Fri Jan 27, 2017 2:31 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
When i overwrite file it breaks what should i do from here am new to this. http://i.imgur.com/bcJNoxc.png You miss one step, you need to delete all data in yours 1024x512xBC7.dds and save remaining header data as 1024x512xBC7_header_only.dds (or use 1024x512xBC7_header_only.dds from attached archiv...
- Fri Jan 27, 2017 1:45 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
I am working on texture conversion tool, well.... in Java..... Great news! :) Really bored to do that by hands :) Upd: I think you will need a mipmaps counter byte, because images with only one mipmap require slightly different DX10 DDS header. I found this byte at Pos: 5A h in swatchbin header. Al...
- Fri Jan 27, 2017 1:00 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
How it looks: https://www.youtube.com/watch?v=iUmQl23j128 OMG, I don't think, that I'll have the time to get that far with proper groups, since as you may know the auto grouping is done by brute force more or less. :D It's about badges, they paste them over main livery, I have no idea how it's done...
- Fri Jan 27, 2017 10:05 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
NVidia DDS plugin for Photoshop does not support DX10 dds ? It shows blank (black) image, while DDS converter shows it correctly. No, it's not. Use plugin from Intel: https://software.intel.com/en-us/articles/intel-texture-works-plugin Friend of mine successfully installed it to CS3 x86 (if you don...
- Fri Jan 27, 2017 8:44 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
LOD0 have 3 submeshes, so taillightL_a, taillightL_a_000 and taillightL_a_001? How'd you know which groups build one LOD? (In the end it's trial 'n error to decide whether a _a_xxx group belongs to the previous or the next LOD, isn't it?) Make_H2O doesn't read mesh names, so it's only way to detect...
- Thu Jan 26, 2017 7:23 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
ok, so you say, one uv "variant" per "lod"? "variant" means "channel", so it's no lods? Hmm, let's clear this things :) I tested it only with one mesh so far - AST_DB11_17\scene\Exterior\SecondaryLights\taillightL_a.modelbin Version "f" of Make_H2O ...
- Thu Jan 26, 2017 5:03 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
There's up to 5 uv regions (blocksizes from 12 to 36 in modulo 4 steps) per object (*.modelbin) Can you add a selector to "Make H2O" for UV channel source? So it rips not UV1 by default, but selected one (UV2 or 3, or 5)? Btw, nice progress in version "i", all UV variants have s...
- Wed Jan 25, 2017 4:16 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
Dev version here. Btw, no visible difference with dumped one from GM, according to filesizes. Maybe it's wrong reading of data for doors, not corrupted file.nick22savino wrote:does someone have the RR wraith for me the doors only? cause the file is corupted from gamemodels sadly :/
- Tue Jan 24, 2017 4:00 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
Converted gauges, thanks to minime891 for original files: https://yadi.sk/d/TG8mZx493AfwJB
- Tue Jan 24, 2017 2:36 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
Ok, it's time for a little tuto: How to get Forza textures. You'll need some tools: Hex Editor DDS Converter or Noesis Double Commander (free analog of Total Commander) Step 1. Making of texture data chunk from swatchbin file: Open swatchbin in hex editor and read important data in header before cut...
- Tue Jan 24, 2017 4:42 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
Are you using pvrtextool wrap raw data option to extract the dds from swatchbins? No, it's doesn't reads correctly BC7 format. I cut out swatchbin header, save chunk with compressed texture data, make new DX10 DDS texture from random picture with same dimensions and compress it to same format (usin...
- Mon Jan 23, 2017 3:39 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
Converted all textures for AST_DB11_17, uploaded here: https://yadi.sk/d/hn6DPnKq3AU8S9 Format DX10 DDS, use Intel PS Plugin or DDS Converter from my previous post . Note about conversion: most textures data is attached to headers with mipmaps, but textures in LiveryMasks and UI folders require head...
- Mon Jan 23, 2017 12:05 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
Ok, I'm finished with all texture formats available in AST_DB11_17 archive :roll: My assumption about compression type byte in swatchbin header was right: http://i91.fastpic.ru/thumb/2017/0123/57/bc2baa627b77bef2ce3fe2a2b8083757.jpeg Corresponding values are: 00h = BC1 (47h in DX10 DDS header) 03h =...
- Mon Jan 23, 2017 9:14 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 732674
Re: Forza Motorsport Resource Extraction (.carbin)
No any lod1 texture exists in Forza history, especially for interior...minime891 wrote:I meant just the lod1 interior texture.
Lods1-5 uses "nodamage" exterior texture with interior elements and with alpha of course.

