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Forza Motorsport Resource Extraction (.carbin)

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zimex25
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zimex25 » Mon Jan 30, 2017 4:01 pm

When imported Raptor 2017 I have this: http://www.mediafire.com/view/6lhgn0m83 ... 284%29.png#

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zwrtron
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron » Mon Jan 30, 2017 4:04 pm

Hey, I just want to share progress from swatchbin2dds conversion tool development.
Currently, it's still not ready to be released as public beta, because it needs an user interface.

Features:
• Convert any swatchbin file from Forza Horizon 3 or Forza Motorsport 6 Apex to DirectX10 DirectDraw-Surface (.dds), where
- any resolution, compression, mipmap level texture is supported
• Supports bulk conversion of all swatchbin in folder or simple one-by-one

Currently the only way ahead is to code simple UI for public beta release. However, any ideas how to improve anything are appreciated. :)

Show-off:
https://youtu.be/vvxHhCXCKmU

Lord Neophyte
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Lord Neophyte » Mon Jan 30, 2017 4:10 pm

zimex25 wrote:When imported Raptor 2017 I have this: http://www.mediafire.com/view/6lhgn0m83 ... 284%29.png#

yeah suspension on nearly all cars are fucked up and not scaled correct, it`s a shame

but remember that this tool is not finished ^^

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by codex12 » Mon Jan 30, 2017 4:56 pm

zwrtron wrote:Hey, I just want to share progress from swatchbin2dds conversion tool development.
Currently, it's still not ready to be released as public beta, because it needs an user interface.

Features:
• Convert any swatchbin file from Forza Horizon 3 or Forza Motorsport 6 Apex to DirectX10 DirectDraw-Surface (.dds), where
- any resolution, compression, mipmap level texture is supported
• Supports bulk conversion of all swatchbin in folder or simple one-by-one

Currently the only way ahead is to code simple UI for public beta release. However, any ideas how to improve anything are appreciated. :)

Show-off:
https://youtu.be/vvxHhCXCKmU
Very nice work man when will you release because not all of us know how to convert switchbin's to dds.

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zwrtron
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron » Mon Jan 30, 2017 5:07 pm

codex12 wrote:Very nice work man when will you release because not all of us know how to convert switchbin's to dds.
First public beta could be released within this week. I am not sure how long will take to write UI and handle possible errors.
It will also require performance tweak, as of Java Virtual Machine is well known for memory limitations. Currently it transfers up to ~ 10 MB per second (including time to write to hard drive as dds).

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Mon Jan 30, 2017 5:26 pm

I continue digging modelbin format :?
First part.
Second part.

Now i focused on 3D data parts, patient is the same AST_DB11_17 taillightL_a.modelbin.

IndB, VerB and Mbuf data parts have very similar headers 16 bytes in lenght, this is how they looks in decimal numbers:

Code: Select all

Name in Grub Index
	(just a counter added)
			Entries Count (DWORD)
						Data length in bytes (DWORD)
										Block size in bytes (WORD)
												Units in one block? (WORD)
															Unknown (DWORD)
IndB	 	7620		30480		 4		1		42
VerB	1	2541		20328		 8		1		13
VerB	2	1037		16592		16		4		37
Mbuf	1	1037		16592		16		2		10
VerB	3	  12		  192		16		4		37
VerB	4	 472		11328		24		6		37
Mbuf	2	 472		 7552		16		2		10
VerB	5	 986		27608		28		7		37
Mbuf	3	 986		15776		16		2		10
VerB	6	  34		  952		28		7		37
(better table is here)

VerB 1 have 2541 entries, and VerB 2-6 have the same amount in sum, but data blocks is different. I don't know what it means, maybe it's important...

Second half of 16 bytes long Modl data is identical to one from body_a.modelbin, and in first part we can find a four 2-byte words, containing numbers: 46, 10, 4, 6
I think 46 it's a count of Mesh entries in this modelbin, 10 is unknown (it's 13 for body_a), 4 seems to be VLay entries count and 6 it's a count of material entries.

And finally the most interesting part - Mesh data digging:
Some comparison pics for normal meshes and shadow ones (header part only):
Image Image
This time i cut out data with additional 00 00 00 at start, for better formatting by DWORDs.

Some numbers match with ones from AST_DB11_17_taillightL_a-j.obj, this give me first clues, and i finished with this table:
Image
(better table is here and latest is here)
Note that order for "Fist data byte" values is differs for LODS0 and LODs 1-5.
First mesh in table have same verts and faces count as taillightL_a_001 mesh in AST_DB11_17_taillightL_a-j.obj

Those strange hashes have matches with some of "shadow" meshes. Low detail parts share same hashes, even if other parameters differs.
I tried to find matches for lower hash in that part folder, and found it:
Image
Then i tried in whole scene folder:
Image
Lots of hits, but not much logic...
For detailed lod hash there's only hits with taillightR_a.modelbin, maybe those hashes are just data size of meshes in hashed form?..

Anyway, I hope this information and table of meshes is helps to make new algo for separation of meshes in Make_H2O [roll]

Working folder is uploaded here (tables, obj's, chunks, modeldins).
Last edited by Andrakann on Thu Feb 02, 2017 5:09 pm, edited 1 time in total.

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Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Tue Jan 31, 2017 7:42 am

In my table for Meshes i skipped 32 bytes in header, and there's one DWORD in them, looking very important, so i update my table:
Image
(better version is here)

And about "Shadow" meshes - i think it's some sort of "detachable" 3-rd UV map for fake "AO shadows" with textures.
Devs make it detachable for skipping loading of them if game settings set to "Abmient Occlusion: off".

Upd: How this table looks if sorted by that new value, without and with shadow meshes:
Image Image
This order of meshes matches with order in OBJ from "j" version, as far as i can see.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Da7K » Tue Jan 31, 2017 9:47 am

shakotay2 wrote: I'm no car expert, how should it look?
Here's an example from AUD quattro (also found on some other cars, (FER_250gt_60,FER_330p4,NIS_Silvia_66).

Here's how it (roughly) should look like
Image

And here's how it looks straight from importing
Image

Seems like it's scaled to the dials(?), if so then it might be hard to fix because of the problem with movable parts as you mentioned.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by javadst » Wed Feb 01, 2017 2:03 am

Hi.
All imported models are mirrored ! :eek:
Mirrorr.jpg
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by nick22savino » Wed Feb 01, 2017 8:21 am

javadst wrote:Hi.
All imported models are mirrored ! :eek:
Mirrorr.jpg
the gamemeshes are mirrored yes we all have the same issue

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by codex12 » Wed Feb 01, 2017 11:26 am

Just use the mirror tool.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin » Wed Feb 01, 2017 9:26 pm

javadst wrote:Hi.
All imported models are mirrored ! :eek:
Mirrorr.jpg
That's minor problem.
I think scale and position of some parts is more important. It's never the same when moving a hand the parts

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron » Thu Feb 02, 2017 4:21 am

Swatchbin Texture Converter Update 3

Watch update preview:
https://youtu.be/By_nC328KBw

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Thehurk » Thu Feb 02, 2017 6:40 am

zwrtron wrote:Swatchbin Texture Converter Update 3

Watch update preview:
https://youtu.be/By_nC328KBw

Any idea when this tool will be made available to the public?

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Thu Feb 02, 2017 11:24 am

Thehurk wrote:
zwrtron wrote:Swatchbin Texture Converter Update 3

Watch update preview:
https://youtu.be/By_nC328KBw
Any idea when this tool will be made available to the public?
I am going to say not before it's ready but defiantly after it's ready. :D

Thought i might as well add to the useless comments. [roll]

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