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Forza Motorsport Resource Extraction (.carbin)

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dimon4ik6565
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by dimon4ik6565 » Thu Feb 02, 2017 8:28 pm

Still ahead of tool which output model with materials, Lamborghini made for Assetto Corsa, in total, guys: manually carved out lods, meshes taken using version j. Known issues (most likely the same on many models), wipers, not all, only 1(but real lambo have 2 variations), dashpad wrong scale and position (also was attached to steeringwheel), model is mirrored, door speakers have some unknown mesh in there.
1.jpg
UPD. Thank you guys again for work on it.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by thedoc » Thu Feb 02, 2017 11:41 pm

Image
Image

Found on vk

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by baba0rum » Fri Feb 03, 2017 12:52 am

Found on my HDD :D

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shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 » Fri Feb 03, 2017 7:03 pm

hope, version j2 will make texturing a lot easier (no manual grouping required)
This was possible because of the amazing work of Andrakann!

WARNING: split your filelist into exterior and interior for example
or you'll experience a significant blender slow down because of too many groups.

For BMW_i8_15, exterior, for example, automatic grouping seems to be ok.

All LOD submeshes are separated but you've to select the LODs manually,
for example DB11, taillightL, LODS0 and LOD1:

LODS0: taillightL_a_000 to taillightL_a_005
LOD1: taillightL_a_006 to taillightL_a_011

Few uv maps and AUD_Quattro dashstructure for example still spoiled.
javadst wrote:Hi.
All imported models are mirrored ! :eek:
Hi, if you sent me the concerning modelbin file I could have a look at.
Last edited by shakotay2 on Fri Feb 03, 2017 11:33 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester » Fri Feb 03, 2017 7:10 pm

@shakotay2

I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.

Here's the file it complained about if you want to investigate.
http://www106.zippyshare.com/v/hilidufB/file.html

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 » Fri Feb 03, 2017 7:15 pm

TheAdmiester wrote:@shakotay2

I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.

Here's the file it complained about if you want to investigate.
thx; I didn't care for the skeleton.modelbins so far.
But sure, at least it should tell this instead of giving such confusing message. :cry:
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TheAdmiester » Fri Feb 03, 2017 7:21 pm

shakotay2 wrote:
TheAdmiester wrote:@shakotay2

I just tested the J2 version on the Audi RS2. I get an error saying "too many faces in AUD_RS2_95_skeleton.modelbin, then I get the standard Windows "*exe* has stopped working" message.

Here's the file it complained about if you want to investigate.
thx; I didn't care for the skeleton.modelbins so far.
But sure, at least it should tell this instead of giving such confusing message. :cry:
Sorry, it was my mistake to try and use the whole scene folder instead of trying to delete what wasn't used.

Removing it works perfectly though, thanks.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Fri Feb 03, 2017 8:20 pm

Grouping looks spot on so far. Will test with some others.
Thanks Andrakann and shakotay2. :wink:

EDIT1: Interior groups are okay on the SVR. Still had to scale the top of the dash and steering column which is a 1 min job as the scaling is joined between the pair.
EDIT2: Ran into a problem with the Ferrari 355 doorLF_a.modelbin just crashes when trying to load the modelbins.txt.
http://www.mediafire.com/file/09g1ybr12 ... a.modelbin
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shakotay2
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 » Fri Feb 03, 2017 10:05 pm

minime891 wrote:EDIT2: Ran into a problem with the Ferrari 355 doorLF_a.modelbin just crashes when trying to load the modelbins.txt.
thx for reporting; well that's a "release only" bug that is hard to spot.
[fixed]
Last edited by shakotay2 on Fri Feb 03, 2017 11:35 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin » Fri Feb 03, 2017 10:16 pm

Excellent work. You are close to perfection. Thank you again for all your great work.
How is going doors position thing?

BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Fri Feb 03, 2017 11:03 pm

TomWin wrote:Excellent work. You are close to perfection. Thank you again for all your great work.
How is going doors position thing?

BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?
On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.
I have only done this with the BMW 1M so far but if they all use the same reference for the scale they should all be fine i suppose.
Image

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin » Sat Feb 04, 2017 12:43 am

minime891 wrote:
TomWin wrote:Excellent work. You are close to perfection. Thank you again for all your great work.
How is going doors position thing?

BTW. why FH3 models are much bigger than previous forza models? what is the scale that you use?
On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.
I have only done this with the BMW 1M so far but if they all use the same reference for the scale they should all be fine i suppose.
Image
Thank you. yeah apparently it works fine for all cars.


EDIT: The Make_H2O-ForzaHor3 crash when I'm trying to convert FOR_FocusRS_03 :(

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by javadst » Sat Feb 04, 2017 5:25 am

shakotay2 wrote:Hi, if you sent me the concerning modelbin file I could have a look at.
Hi, BMW M6 front badge (Mirrored).
bumperFBadge_a.zip
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 » Sat Feb 04, 2017 10:23 am

mirroring and scaling applied as suggested.
minime891 wrote:On import the scale i use is 0.7813. As you can see in the picture below it's spot on with the old forza model.
dunno, if you know: 0.078125 = 200.0/256.0, btw

Since a scale of 0.02 was my suggested scale for blender import I used 4.0/256.0 now. [edit]
TomWin wrote:How is going doors position thing?
well, this is going to eat my time up.
I had been hoping someone else (other than Andrakann and me) would take up the skeleton.modelbin analysing for example.
(It's small files so should not be too hard.)

The more annoying thing is the remaining uv issues, but that would need more time/motivation to solve:
DB11_17-uv-issue.JPG
So next thing on the list is the material names.
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Last edited by shakotay2 on Sat Feb 04, 2017 8:08 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zimex25 » Sat Feb 04, 2017 1:32 pm

@shakotay2 Did you plane, updata your tool with lods extracted?

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