Even if rip model from Forza Studio with 3d ripper DX in 3ds max we will have the same crap like in blender. But in forza studio model has a proper smooth.
sommergemuese wrote:Yes, first I Import lod0 and then cockpit.
And I remove all existing geometry from cockpit (ok to lazy on the window border for this picture but body part is deleted)
Another Question:
Where are the liverys stored??
And is it possible to import the other things like caliper, discs from car folder and complete wheels, not only rims on /wheels/carname/carname.lod0.carbin ??
I attached a new sample: Ferrari #72 Team Alphand Aventures 550 Maranello GTS
Download: http://ul.to/krbksz
But I dont know where the hell are the livery is?! Maybe in nodamage_lod0.xds ??
Edit #53753793476
It seem's I am right. I attached a 2048x2048 DXT5 DDS Header and there is much blue like the ferrari:
But I don't have any deswizzle experience or whatever is needed
I think this was a fluke caused by the differing endianness. I've got this for the nodamage_lod0 texture on that Ferrari. It wouldn't surprise me now if the liveries for the race cars are done using the same 'livery' tools that the players use in game and that there aren't any textures.
I am experiencing the same problem as TomWin and others. The obj file is not correctly displayed in max (9as well as 2010). If I open the file in Blender (the only program that opens obj files created by forza somehow correctly) and export as obj and then it is possible to see the model but with the crippled normals.