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Forza Motorsport Resource Extraction (.carbin)

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Andrakann
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Tue Feb 07, 2017 9:11 pm

minime891 wrote:Just aligned the other parts and found a couple issues.
The hood and truck are slightly offset to the center line.
DB11 have a slightly broken skeleton, maybe it's because this car is unreleased at moment of dev version leaked.
Hood and trunk bones moved, but childrens looks at good place:
Image
Other car skeletons i checked have bones in normal positions.

I think best solution for this case is editing values in .dae file, change matrix for those bones.
Update: Bad idea, childrens moves also.
Better solution:
Image

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Tue Feb 07, 2017 9:39 pm

Just tryed with the CAD_ATSV_16 and that has the problem to aswell as the doors are offset. Was that an unreleased car as well as i don't know?

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by TomWin » Tue Feb 07, 2017 9:51 pm

and what about gamedb.slt? There is table called CarPartPositions, it worked in previous Forzas for brakediscs and wheels.

Fantastic update of the tool. Now it's so easy to separate lods, thank you.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Tue Feb 07, 2017 10:04 pm

Ok, moving hood bone to center doesn't fix this problem, aligned hood not in place, just moves ~50% closer.

But i found working solution, and it's easy peasy :D
That stupid skeleton just mirrored by X, like cars before fixing - driver wheel bone on the right side, but ingame it's left sided:
Image
Hood_a pivot is also not in X-center, and after mirroring the skeleton everything aligns right in place:
Image

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Tue Feb 07, 2017 11:42 pm

I will give that a try thanks.
Here are the new files for the Aston and Cadillac, they are different size so thought i'd upload.
Aston
http://www.mediafire.com/file/n5uv8a56t ... b11_17.zip
Cadillac
http://www.mediafire.com/file/f48y48kli ... tsv_16.zip

EDIT updated aston link, also it's the files size that's different not the scale of the models
Last edited by minime891 on Wed Feb 08, 2017 5:01 pm, edited 2 times in total.

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 » Wed Feb 08, 2017 12:15 am

thx; btw, does someone know where to place the for_livery_055_diff texture onto the Ford RangerT6?
Is it the doors, the fenders, the hood?

This is obviously wrong: :D
FOR_livery.JPG
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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 minime891 » Wed Feb 08, 2017 12:38 am

I would have to look and see where those textures are used to be able to say.
Though wasn't it said there is a couple of polys that go over the body that users those textures.

As for the alignment issue i tried what you said and still didn't work. So not to sure what you're doing that i'm not.
I gave the Audi R8 a try but still the same problem. Initial import is fine it's dead center and it's own pivot point is dead center.
So when you set the offset to parent dummy that is not dead center it clearly is going to be off center no matter if you mirror them.
Also i am having issues with the right door on what seems to be all cars now, is anyone else getting that?
ImageImage

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Wed Feb 08, 2017 5:09 am

Been applying textures to the lights and it seems we really need UV2 or possibly UV3 i don't no how many layers they have, to make them work.
Thought i'd mention it even though you are working on other things at the moment.

The texture tool doesn't seem to work with textures that are used for digital gauges. It does load what appers to be the gear numbers but nothing else.
http://www.mediafire.com/file/fgz2qsshy ... ver_UI.zip
Image
It does work fine on the other textures i have tested so far.
Image

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Wed Feb 08, 2017 8:22 am

shakotay2 wrote:thx; btw, does someone know where to place the for_livery_055_diff texture onto the Ford RangerT6?
Is it the doors, the fenders, the hood?

This is obviously wrong: :D
FOR_livery.JPG
It's only for these parts, but they have wrong UV in "jl":
Image

And here's some textures used, which paths can only be found inside materialbins:
Image

Code: Select all

Game:\Media\cars\_library\materials\screws\screw_025.materialbin
	Game:\Media\cars\_library\textures\screws\swatches\screw_037_nrml_e6a2533f-fb2c-44d2-ab38-a4fd86b60dbe.swatchbin
	Game:\Media\_library\textures\swatches\defaultshaderb_diff_c595a526-f754-40c4-95ae-493d5d4aa351.swatchbin
	Game:\Media\_library\textures\swatches\defaultshader_glos_3f5b86bd-eed7-4cbb-90f1-4d83df5e78ef.swatchbin
	Game:\Media\cars\_library\textures\screws\swatches\screw_037_opac_089025a5-aede-43e0-8ef4-10ee8bc84f49.swatchbin
	Game:\Media\_library\textures\swatches\defaultshader_glos_3f5b86bd-eed7-4cbb-90f1-4d83df5e78ef.swatchbin
Image Image
(screw_037_nrml + screw_037_opac)
But those of them, who's lies outside "cars" folder, can be ignored i think:
Image Image
(defaultshaderb_diff + defaultshader_glos)

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Wed Feb 08, 2017 11:04 am

Both links to Cadillac..
minime891 wrote:As for the alignment issue i tried what you said and still didn't work. So not to sure what you're doing that i'm not.
I gave the Audi R8 a try but still the same problem. Initial import is fine it's dead center and it's own pivot point is dead center.
So when you set the offset to parent dummy that is not dead center it clearly is going to be off center no matter if you mirror them.
Not sure what you tries to do, but i do this:
1. Select part you need to align.
2. Activate Align tool.
3. Select target bone dummy.
Image
Works just fine:
Image
(also works for groups of objects, but you must move group pivot to zero coordinates, before aligning)
Also i am having issues with the right door on what seems to be all cars now, is anyone else getting that?
Yes, doorlf_a seems to be incorrect, maybe it's conversion problem, something close to wrong scaling problem for some parts?..
Right door parts is too far from pivot point:
Image
Must be like this, i think:
Image
minime891 wrote:The texture tool doesn't seem to work with textures that are used for digital gauges. It does load what appers to be the gear numbers but nothing else.
It's a bug in latest version of tool (or last two).

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by Andrakann » Wed Feb 08, 2017 2:18 pm

shakotay2 wrote:thx; btw, does someone know where to place the for_livery_055_diff texture onto the Ford RangerT6?
I found you made v-flip for UVs :)
Looks good, but scale is wrong, looks like it maximized to fill all UV and goes oversized:
Image
And this is "Shadow" UV3 i think, in UV1 here must be something for livery texture :oops:

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by shakotay2 » Wed Feb 08, 2017 2:25 pm

Andrakann wrote:Looks good, but scale is wrong, looks like it maximized to fill all UV and goes oversized:
yep, just wanted to have the text in the texture readable on the mesh.
And this is "Shadow" UV3 i think, in UV1 here must be something for livery texture :oops:
I'm preparing the extractor for manually setting the uv offsets.
(Still unsure about shadow meshes and shadow uvs.)
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 Andrakann » Wed Feb 08, 2017 2:33 pm

shakotay2 wrote:(Still unsure about shadow meshes and shadow uvs.)
There's too much UVs for this Ford, in LiveryMask folder we have masks for one UV-layout, but Livery texture have another UV-layout:
Image Image
(i compose all livery masks into one file here)

So, it's a really good news about export for different UVs, because there's a lots of questions unsolved :)

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Re: Forza Motorsport Resource Extraction (.carbin)

Post by viruscn » Wed Feb 08, 2017 3:50 pm

hello.
there are full of mess code/folder in fh3 folder so that i can not find the place car stored.

like this:
1.png
anyone could tell me where ths cars??????? plzplzzzzzzzzzzzzz
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Re: Forza Motorsport Resource Extraction (.carbin)

Post by minime891 » Wed Feb 08, 2017 4:54 pm

@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.
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