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Forza Motorsport Resource Extraction (.carbin)

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TomWin
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin » Wed Feb 08, 2017 5:21 pm

minime891 wrote:@Andrakann I have updated the link to the Aston. Also the alignment now seems to work, i must have been doing some thing wrong last night.

@shakotay2 That it great news about the UVs as like i said it seems we need them. :D

@viruscn use the attached file and load it in Advanced Renamer and you will see what the names are.
Also if you are going to rename large amounts of files i had to turn windows search/indexing for it to work correctly.
How to copy these files to other folder, I have all rights but I cant copy them for renaming :(

minime891
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Wed Feb 08, 2017 6:02 pm

I believe you have to do this: https://www.youtube.com/watch?v=oQUI5IUcWhQ

Why don't you guys just download the files that are ready to use right away.
This is not the place to talk about how to extract, rename, move etc files.

mono24
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by mono24 » Thu Feb 09, 2017 5:50 am

Hello guys.
Please forgive my ignorance, but although I am fully logged in, can not for the life of me see the attachments/links for the utility/plugin/soft, so I can try them too, can someone kindly point where there at please?
thank you
cheers

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zwrtron
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron » Thu Feb 09, 2017 6:18 pm

Hey there!
Just want to note that we just updated sb2dds to 0.35 with following improvements:
• Added support for swatchbins with TXQU headers ( ex.: Forza 6 Apex liveries )
• Fixed issue with rescaling non-BC type compressions ( fix for @minime891 problem )
• Removed pointless possibility to save preferences
• Removed pointless file choosers
• Preferences are no more in another window, it's much more simpler to change them for different task needs
• Completely core rebuild with the best possible data reading/writing methods (59% performance increase on huge tasks compared to 0.34)
• It is no more possible to start new task while one is already running
• New interface
• Built-in user manual

Performance test snippet:

Code: Select all

6631 files in 167 folders, total 1.71GB
0.35 2:14 (134 seconds) avg. ~12.8 MB/s
0.34 3:45 (225 seconds) avg. ~7.6 MB/s
More info & download:
http://tdohmn.webnode.com/swatchbin-texture-converter/

EDIT:
I've tried that "modelbin-digging-thing" series by Andrakann to list all references to textures from a modelbin and then from its materialbins. See quick video.
https://www.youtube.com/watch?v=2skjOCwDf-8

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by viruscn » Fri Feb 10, 2017 4:34 am

hello there.

I found a little bit bug with Make_H2O-ForzaHor J2l.

when you export something new with j2l you'll find the bumperr is missing.but it won't happen using J2ms.maybe we could fix it in the next version.

all in one,thanks the author,@shakotay2.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Fri Feb 10, 2017 7:18 pm

viruscn wrote:hello there.

I found a little bit bug with Make_H2O-ForzaHor J2l.

when you export something new with j2l you'll find the bumperr is missing.but it won't happen using J2ms.maybe we could fix it in the next version.

all in one,thanks the author,@shakotay2.
Does this happen with all cars for you or just one? I tried to replicate the bug but couldn't.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by zwrtron » Sat Feb 11, 2017 3:40 am

Hello there!
Just want to keep you informed that we are currently working on Modelbin Textures Extractor which was introduced yesterday. (For those who missed : https://www.youtube.com/watch?v=2skjOCwDf-8)

'Materialbin Textures Collector' (will be internal part of above) allow to programmatically read specified materialbin(s) for swatchbin entries. The tool will find collected swatchbins on specified path (hard drive) and copies them to directory with materialbin.
This allows to quickly get swatchbins required to texture a modelbin. These swatchbins can be converted to dds textures using sb2dds.

How is this done ?:
• The 'sub-tool' will list all materialbins in specified directory
• Collects swatchbin path entries from each materialbin
• Finds swatchbins on hard drive using path collected from materialbin (path to game files is specified)
• Put all swatchbins to subfolders where the materialbin is

Almost forgot to note, that the whole process take less than a few seconds!

Preview : https://youtu.be/K6IB-QGk27I
Hope you like :)

minime891
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Sat Feb 11, 2017 3:57 am

That's a very nice feature indeed and a much needed one imo for the way the textures are set up this time round. :D

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Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Mon Feb 13, 2017 6:40 pm

Another round of modelbin format digging :roll:
First part.
Second part.
Third part.

Today focus is VLay and IndB data structure.

VLay is "Vertex data Layout" i think.
VLay data structure is:
Header entry with Id number.
Main data entry:

Code: Select all

Word - Number of name entries

DWord - Name 1 lenght in X-bytes
X-bytes - Name 1 string
DWord - Name 2 lenght in bytes
X-bytes - Name 2 string
etc.

Word - Number of data entries

Data entries part 1  (xNumber of data entries):
Word unk. (name number in hex or data type (need to check more samples))
Word unk. (data block number (UV numbers here too))
Word unk. (number of blocks used in IndB)
Word 00 00
DWord unk. (data type?)
DWord FF FF FF FF
Dword 00 00 00 00

Data entries part 2 (xNumber of data entries):
Dword - unk. (data type related)

DWord (or byte byte 00 00) - unk. (VLay type? Matched for identical VLay entries in different modelbins (and cars))
How this data looks being sorted into table:
Image
(live version is here)

Id part gives a way to connect VLay data with VerB blocks:
Image
(same Id for VLay, Verb and MBuf blocks, some of VerB (with lowest LODs) don't have a VLay and MBuf connected (maybe they use empty "FF" VLay))

This looks pretty enough for reading any vertex data we want, like UV1-5, so, it's time to patiently wait for shak-otay comes back (this saturday) :read:

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Tue Feb 14, 2017 12:05 am

Great work. :wink: Will this solve the scaling issue of UVs?

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Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Tue Feb 14, 2017 11:54 am

minime891 wrote:Great work. :wink: Will this solve the scaling issue of UVs?
Thanks :)
No, but i think it's a step forward. Looks like scaling issues it's not hard, but low priority task, doable after making UV working as indeed.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Chips2000 » Thu Feb 16, 2017 12:51 pm

Hey Guys

Amazing topic !

I'm a little lost.. maybe some1 can confirm...

Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Thu Feb 16, 2017 1:20 pm

Chips2000 wrote:Hey Guys

Amazing topic !

I'm a little lost.. maybe some1 can confirm...

Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?
Yes there sure is just use the latest version. It's on the previous page so shouldn't be hard to find. :wink:

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Chips2000 » Thu Feb 16, 2017 2:36 pm

minime891 wrote:
Chips2000 wrote:Hey Guys

Amazing topic !

I'm a little lost.. maybe some1 can confirm...

Currently, I'm using H2O to get Obj Meshes. They are mostly merged with all the LOD's. Is there a better way than manually going over mesh and fixing it maybe?
Yes there sure is just use the latest version. It's on the previous page so shouldn't be hard to find. :wink:
Awesome thanks !

He gives nice model, is there a way to get a skeleton/rig to know how to re-adjust the doors/etc parts?

Also how do you guys clean up the model? The H20 V1 I could just select all meshes and do merge verticles, But over here when I do that I get weird smoothing groups and errors... How can I merge them properly? -ok Nvm scratch that V1 dont merge either...

So how do you guys merge vertexes to make it smooth? Also should the mesh not have some kind of normals that are baked in ?
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by dimon4ik6565 » Fri Feb 17, 2017 9:08 am

Chips2000 wrote:So how do you guys merge vertexes to make it smooth? Also should the mesh not have some kind of normals that are baked in ?
Currently its a really big - HAND job to get nice model, read the pages of this topic and you can get it, with skeleton, but mapping, scale and pos of some parts you need to fix manually.
IMG_2017_02_17_0001.jpg

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