Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Sun Jan 15, 2017 6:18 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
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 "separate...
- Sun Jan 15, 2017 4:59 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
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: 2061
- Views: 714653
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 ...
- Sun Jan 15, 2017 9:20 am
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
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: 493
- Views: 294215
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 ...
- Fri Jan 13, 2017 1:13 pm
- Forum: 3D/2D models
- Topic: Forza Motorsport Resource Extraction (.carbin)
- Replies: 2061
- Views: 714653
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: 23130
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: 2061
- Views: 714653
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: 2185
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: 2185
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#p1...
- Mon Jan 09, 2017 10:48 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
It's ok but i think that the "short all" method must be the one used because you get the normals, how are you converting those 2 bytes in "short all" method? like described in my post before i was thinking that you were using hf kind of conversion but now i see that you were ref...
- Mon Jan 09, 2017 9:53 pm
- Forum: 3D/2D models
- Topic: [PS3] GTA V .CDR 3D Drawables Reversing edge related
- Replies: 19
- Views: 4827
Re: [PS3] GTA V .CDR 3D Drawables Reversing edge related
I don't see how they could shrink those bytes that was an example only. If I knew what they did I would have told you. :D Humm but how did your program exactly get those normal verts ? It's nothing special, something like xpos = Highbyte*256 + Lowbyte ; (big endian data) To handle signed values I u...
- Mon Jan 09, 2017 9:37 pm
- Forum: 3D/2D models
- Topic: Marvel Avengers Alliance II Android
- Replies: 19
- Views: 7045
Re: Marvel Avengers Alliance II Android
i just need to make sense of it :scaredy: in my experience (in most cases) it takes more time to understand other people's code than to write it from scratch. :D An intermediate method that would make sense to me: set 4 or 5 breakpoints (BP) in the C# project where the vertices, normals, uvs and fa...
- Mon Jan 09, 2017 7:13 pm
- Forum: 3D/2D models
- Topic: Marvel Avengers Alliance II Android
- Replies: 19
- Views: 7045
Re: Marvel Avengers Alliance II Android
then we open an older unity package with UABE that Unity Studio can open and we select a file of the same type (mesh) and click File > Add and select the somename.dat that you export earlier and click File > Save now we open that modified Unity package with Unity Studio and export the compressed me...
- Mon Jan 09, 2017 5:10 pm
- Forum: 3D/2D models
- Topic: Marvel Avengers Alliance II Android
- Replies: 19
- Views: 7045
Re: Marvel Avengers Alliance II Android
export a Raw file from here: Assetbundle-extractor.JPG then try to find point clouds using hex2obj (view link in my sig). Use this H2O file: 0x0 500 Vb1 12 99 0x1384 500 020400 0x0 255 with the noPtC button switched to PtCld . (don't have the time for further investigations. So you're on your own wh...
