Search found 3464 matches
- Tue Jan 17, 2017 11:58 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
On the AST_DB11 for instance body_a_4 has all body lods packed together on same name, if it was a way to make the extraction with separate lods it would make more sense..... that's a known problem I've met with Forza Horizon (didn't care for MS 6). So far it can only be done manually - AST_DB11_bod...
- Mon Jan 16, 2017 8:39 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
updated exe in post as of Sun Jan 15, 2017 6:18 pm should fix the scaling for most models.
The AST_DB11 looks better now, only a few misplaced parts (mainly lower lods; o, yeah some glass and wingMirror inside the car
):
(doorHandleLF_a seems to be two doors baked together?)
The AST_DB11 looks better now, only a few misplaced parts (mainly lower lods; o, yeah some glass and wingMirror inside the car
- Sun Jan 15, 2017 9:58 pm
- Forum: 3D/2D models
- Topic: How to get Fatal Frame 4 (Wii) models with full skeletion?
- Replies: 41
- Views: 10305
Re: How to get Fatal Frame 4 (Wii) models with full skeletio
the mesh seems to consist of digitized data (laserscanned object).
Autocreated faces don't work, but there should exist some algo to connect the points in the different parallel planes.
- Sun Jan 15, 2017 9:00 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
The exe was updated in my post as of 6:18 pm.
Use a wavefront obj importer that supports groups:
(using blender 2.76) Obviously body_a_4 and (body_a_5+body_a_1) are separate lods.
Use a wavefront obj importer that supports groups:
(using blender 2.76) Obviously body_a_4 and (body_a_5+body_a_1) are separate lods.
- Sun Jan 15, 2017 7:51 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Also, @shakotay2, I understand that it's a huge undertaking so the answer is likely no, but would there ever be plans to somehow repackage edited models back as a modelbin that the game can support? I don't have such plans, sry, no. (I'm only some kind of quick'n dirty hacker and I'd be happy to ge...
- Sun Jan 15, 2017 6:18 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
OMG what a mess :P yeah (forgot to say, that it's experimental only :D ) If you need it perfect you'll have to wait for the ForzaStudio update, if any. It doesn't works with some cars like DB11 don't have that sample. All the lods are together as one object. did you import to blender "separated by ...
- Sun Jan 15, 2017 4:59 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
Is that updated ForzaStudio or some other thing? It's a continuation of the MakeH2O project, written from scratch by me, based on simple pattern searches (with very basic format analysing only). edit: forzaHorizon mesh extractor is in my sig now - read the readme.txt BEFORE using the exe file. ATTE...
- Sun Jan 15, 2017 10:12 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
well, I was searching for quaternions to get some rotation but seems the scaling was the problem: CAD_ATSV_16_scaled.JPG That's a little bit strange, after all. :D The exhaust is burried in some kind of "case" which I don't understand. But maybe it's the same as with the wheels which seem to require...
- Sun Jan 15, 2017 9:20 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
I've applied translation offsets to a subset of parts (scaling/rotations still wrong) but it remains a little mess:
- Sat Jan 14, 2017 8:59 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 447
- Views: 219098
Re: Extracting simple models
the '-' for the Input values to be understood as separators? "short" means signed integers (16 bit) It's nothing special, something like xpos = Highbyte*256 + Lowbyte ; (big endian data) To handle signed values I use if (xpos>32767.0) xpos -= 65536.0; xpos /= 256.0 ; (the divider might be different ...
- Fri Jan 13, 2017 1:13 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
i´m positive his the guy who can help figure it out some of this puzzles! Guess, he'll update his Forza Studio sooner or later. I suspect that everything must be very similar to Ernegien Forza studio code afterwards..... If you think so that would be very easy, since the code is public. So compile ...
- Thu Jan 12, 2017 6:38 pm
- Forum: Tutorials
- Topic: Video tutorials on model formats reversing
- Replies: 29
- Views: 13636
Re: Video tutorial on full model format reversing (Planetsid
I'm more a reader than a watcher so I can't tell too much.
But 'yes', half an hour for part one is a little bit too long, I guess.
If the example were easier the video(s) would be shorter.
But 'yes', half an hour for part one is a little bit too long, I guess.
If the example were easier the video(s) would be shorter.
- Thu Jan 12, 2017 7:54 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2053
- Views: 564992
Re: Forza Motorsport Resource Extraction (.carbin)
It explains the structures and positionings of items on the car, thanks; on a quick glance I couldn't derive any senseful information from it, though. (It's more a tutorial about modding Forza 4, not about the 3D format.) Here's how the CAD_ATSV looks so far: CAD_ATSV_1.JPG I've added increasing of...
- Wed Jan 11, 2017 7:35 pm
- Forum: 3D/2D models
- Topic: Duludubi Star - Model Converting?
- Replies: 5
- Views: 1765
Re: Duludubi Star - Model Converting?
use File / saveAs mesh
to save the obj file with uvs included (so far you got a correct uv map displayed using the uvs button).
to save the obj file with uvs included (so far you got a correct uv map displayed using the uvs button).
- Tue Jan 10, 2017 9:30 pm
- Forum: 3D/2D models
- Topic: Duludubi Star - Model Converting?
- Replies: 5
- Views: 1765
Re: Duludubi Star - Model Converting?
guess using hex2obj (view link in my sig) will give you the fastest results. I didn't bother searching for face indices though, used FIs autocreating instead. So you'll need a version that's capable of that http://forum.xentax.com/viewtopic.php?f=29&t=10894&p=119417&hilit=+autocreated#p119417 . 12-s...
