Hey guys , I'm JYSB59 and today I make a Big TU for editing the 3D Forza 4.
Tutorial it was done by D3FEKT and BRYSON but there are still many other opportunity and I'll show you.
PS: I am French and I use google translation for tutorial So if I write that will mean nothing called me in comments , I take this opportunity to clarify that when we say change in 3d forza is importing parts of a car to another, there is none of this means the cars created from day to other software and import them into forza.
I am in no way responsible for any cause ban by using 3D modded.
this tutorial is intended to:
- people who want to learn how to change the 3D forza
- people who want to deepen their knowledge on the subject
Part list:
Part 1: Intro
Part 2: Import Part
Part 3: Positioning Part
Part 4: Extand Part
Part 5: Name Part
Part 6: Fussion Name Part
Part 7: Attribut Part
Part 8: Mask Part 1
Part 9: Mask Part 2
Part 10: Light Part
Part 11: Light Color
Part 12: Color Glass
Part 13: Opacit Glass
Part 14: Externe Textures
Part 15: Matte Color Body
Part 16: Glow Color Body
Part 17: Mod Textures (TGA,XPR)
Part 18: Attribut Options
Part 19: Rezip Car
Part 20: Rim Attribut Mod
Part 21: Rim Color Clear
Part 22: DLC and DISC2 Modding
Part 23: General Debug
Part 24: Rocket Bunny Flares Pack
Part 25: Result of all TU
Part 26: More Stuff (DLCDB,DLC,ect...)
Part 27: END
Will You Need :
Forza Studio : https://goo.gl/dxkBhw (there to latest version "4.4" but these are versions for export to other 3D games, version 4.0 enough )
Forza studio requires other software to work : https://goo.gl/DI2rHD
Hxd : https://goo.gl/YQdn
Notepad++ : https://goo.gl/i5Qmf4
Horizon (Fluffie,our Velocity)
RGH/JTAG
D3FEKT and BRYSON TU :
http://www.mediafire.com/view/s87i3aiaaxi3txe/Model_Editing_Tutorial_Part_2.pdf
http://www.mediafire.com/view/7sx30wov3pcbkna/Model_Editing_for_Forza_4_Part_1.pdf
Part 1: Intro
Ok to start the game and must be the 3D that is in GAME:/media/cars .The 3D was all the disc1 "I would explain how to mod the 3Ds of disc2 or DLC later in the tutorial". 3D are in ZIP format will name as NIS_SilviaK_92, the three letter of the brand's debut of the car and as a result is the model.
Throughout this tutorial I will use the Nissan Silvia S13 as an example
After finding the car you are going to modify directory you can copy the ZIP archive in a separate folder of the game in order to work.
The fact that it is open forza studio and go to Utilities and click on Unpack Archive
Of that is done you should have its (with files to the car's name)
I will explain the different files found in the archive
The .carbin files are the 3D and files XDS the textures files ,both can be opened by forza studio
The _caliperrr_lod0 files are the caliper and the _rotorrf_lod0 files are the rotor , but what interests us have the car_name*_lod0 files and car_name*_cockpit files that are the car and the cockpit
car_name*.carbin is for local multiplayer
We will start modded ,start by opening hxd and open with hxd the file we will edit "car_name*_lod0.carbin" next, repeat forza studio and open the same file
Basically, hxd is a hex editor and we will modify the hex code file
Ps: I take this opportunity to clarify that when we say change in 3d forza is importing parts of a car to another, there is none of this means the cars created from day to other software and import them into forza
The forza 4 files have a header at the beginning of a file that resembles this
Header matches id hex parts (wing, wingrace) but we will talk about later in the tutorial .Must not without busy at the moment, what we are interested after ,Just be aware that the header ends after the momment or you will see 05 followed by a part name.
05 signifies the beginning of the one part and subsequently are investing in 3D but we still talk once later.The name of the part and who am after.
And below it attributes of part .
Basically, you see the bytes include FF FF FF are 3D
The suite is a part that we have not identified yet, but the end of the part is at 05 which is the beginning of the next part.
These are the basics you need to know to start modding
Part 2: Import Part
The one part we will import another car in our ,We will change the "Winga" the basic wing and replace it with another
For example I will import the wing
I will open the car file to the wing that I want to import into hxd.I spot the name of the part that I want to import and hxd and I do a Ctrl + f to display the search panel
The check that the steering be all and enter the name of the share you seek (Winga)
Press enter and select the 05 of the part ,right click and click on "select a bloack"
The you should have this, made Ctrl + C on the adress
In the From, drag the cursor down to reach the end of the part until reaching the 05 of the next part
Warning,if you do not take exactly the part you'd choose (if you Take two for example),3d will not work in the game (because of which I have spoken headler) and forza studio will not see the error.
After arriving at the end of the part, made in right-click the Byte before the 05 of next part and click on "Select a block"
You should see this, paste the adress that we copy from the beginning
The selection of the part is ready
Press new and copy the selection
Back to the 3d model that we want and look for the party you want to replace it with the one we have to import
Of that you'd find, select how the other part and made a copy as the other
The copy you just made will be your backup for if there was a problem, especially to check if the copy is good
After checking the backup copy you can import from the existing part (check that the name be the same if does not happen regader part of the tutorial that talks about the subject)
This done, return to the forza studio and reopen the 3D model file "car_name*_lod0.carbin"
If all is well spend your change is made
Part 3: Positioning Part
We will now learn how to move a part, for example, I import an exhaust on the Silvia S13
Go in hxd and search your exhaust
Simply, if that is behind the start from the part "05" is the XYZ axis, each axis is composed of 4 bytes, the first byte of the series is a rather wide distribution, the second is the smaller is another two are very precise
The first byte is very important because it determines the right or left to the X axis, up and down to the Y axis and the front of the back for the Z axis
BF is the left, top and front, 3F is the right, down and back (these are the lowest values it may increase with the investment part exp: 40 )
We are going to start moving the exhaust to the right
Seen that we are very close to the end of the BF we will reduce the
Save and see the result
As you can see in the exhaust moved slightly, so you have to start up so that his place well
The exhaust is pretty good position but we will lift slightly, for that I lower myself on the same principle as the X axis but I do it for the Y axis (I'll take the opportunity to reverse the exhaust slightly)
That is well put
Part 4: Extand Part
The principle and the same as for axes, go to the parte you want to edit and watch this time if that is after is XYZ "I will change the Winga I had import"
There are two pair of three series (exactly as XYZ), the first pair corresponds to the spacing right and left second pair, the three series are X Y and Z (their spacing). Both pair are "normally" identical except first byte of a series that matches (as I tell them everything) has the right or left "3F" BF "
We will modify the spacing of the part, it is essential that both pairs be changed at the same temp, otherwise if it will
I will reduce the Winga ,the principle is the same as for the placement
After some testing we can adapt the Winga
Part 5: Name Part
I did a quick briefing to explain how the names of parts
The name begins with one byte corresponding to the length of the name of part and attribut
In this case the word "Winga" comprises five letter "05"
If the number "hex" letter "05" does not match the actual number of letter written in the file the file can not be read
It is important to know her for the rest
Part 6: Fussion Name Part
The part may appear at the same time if it gives them the same name "it avoids going through the gamedb to change membership"
For example I will merge the "bumperff" with the "bumperFrace"(To that appear together at the load "bumperff")
For that I seek "bumperff" and I copy the "hex" the number before
Looking the part that I want to merge "bumperfrace" and I replace it by another name
Save and you can see that the part merge
This can be useful in certain circumstances
Part 7: Attribut Part
We start us know it, now let's change the attributes of the different part
It's very simple, attributes determine what part
If the part is "body" it means that the part can be colored and it can have textures
Units to know her "carbon_fiber" "chrome", we will learn more during the tutorial
Changing attributes is happening exactly as changing part
For example I will change the trunk in carbon_fiber
For this and find trunck from, check "forward" and seek the attribute
The good is right next door, but in large part it will do so
Select the hex attribute and the number hex
Put your attribute and save
Your part will therefore attribute you gave him
Example: body / chrome
Part 8: Mask Part 1
I will present two methods to mask certain part
The first is, simply put in attribute "glass"
The part is hidden but there are exceptions, but by who appears transparent
Part 9: Mask Part 2
We will now learn the transparent part in mask
Found after you, look at the series of FF FF FF, they correspond to this
To clear just replace it by 00
We must not forget the beginning
The part is finished as its
that's how delete hand
after a little work we obtain its
With a little work you can do things simpat
Part 10: Light Part
I will turn the attribute "reflector"
For that we will go into the notepad ++, and opens shadersettings file
Copy this code and replace the "reflector" for the part you want to shine
Code:
<reflector>
<D3DRS_DepthBias value="0.000000"/>
<D3DRS_SlopeScaleDepthBias value="0.000000"/>
<PaintScale value="0.300000"/>
<SpecularAmount value="200.000000"/>
<SpecularPower value="200.000000"/>
<SpecularColor r="200.000000" g="200.000000" b="270.000000" a="200.000000"/>
<DynamicEnvLightmapDampner value="0.000000"/>
<StaticEnvLightmapDampner value="0.000000"/>
<FresnelIndex value="1000.650000"/>
<FresnelScalar value="1000.000000"/>
<GlassMaxOpacity value="1.000000"/>
<CubeScale value="800.900000"/>
</reflector>
of the "reflector" will have a huge brightness
Part 11: Light Color
The one I'm going to stick to that part
I glue code and give him the attribute of the unit and to change the color I look the "glasscolor"
Code:
<tail_light_lod0>
<D3DRS_DepthBias value="0.000000"/>
<D3DRS_SlopeScaleDepthBias value="0.000000"/>
<PaintScale value="0.750000"/>
<SpecularAmount value="4.000000"/>
<SpecularPower value="128.000000"/>
<SpecularColor r="1.000000" g="1.000000" b="1.000000" a="-1.000000"/>
<DynamicEnvLightmapDampner value="0.300000"/>
<StaticEnvLightmapDampner value="0.850000"/>
<FresnelIndex value="1.650000"/>
<FresnelScalar value="1.000000"/>
<GlassMaxOpacity value="1.000000"/>
<GlassColor r="0.000000" g="255.000000" b="247.000000" a="1.000000"/>
<CubeScale value="550.500000"/>
<LightsSampler/>
<DamageLightsSampler/>
</tail_light_lod0>
The colors in RGB are changed to go to this site "or other"
http://www.rapidtables.com/web/color/RGB_Color.htm
select your color and see the values
Put the value in the XML file and save
Part 12: Color Glass
the principle is simple view that glassR and "window" are coloring that have changed the color of the glass, we just change the other glass has "glassLHL ect ..." by "glassR" attributes and put the "glass "in" window " .
For example I will change it's glass
Part 13: Opacit Glass
Put this code in the sharedsetting
Code:
<window>
<GlassOpacity value="0.000000"/>
<GlassColor r="0.000000" g="0.000000" b="0.000000" a="1.000000"/>
</window>
Part 14: Externe Textures
The external textures are textures with a "wood.xds" file it applies in the cockpit
do not something very important, but the tutorial will be incomplete without it
(if people want I can teach you to do XDS plain color textures file)
It's textures are set with the ZIP file of the car, to apply textures simply to attribute "wood" in the file "car_name*.cockpit"
I will replace that part of the wood and texture pourrat apply
Part 15: Matte Color Body
For a matte color you just have to put a code in the sharedsetting which will give a matte effect to the body
Code:
<body>
<PaintScale value="2.40000"/>
<FresnelIndex value="1.200000"/>
<FresnelScalar value="0.10000"/>
<SpecularCubeScalar value="4.600000"/>
</body>
<body_2>
<PaintScale value="2.40000"/>
<FresnelIndex value="1.200000"/>
<FresnelScalar value="0.10000"/>
<SpecularCubeScalar value="4.600000"/>
</body_2>
<body_3>
<PaintScale value="2.40000"/>
<FresnelIndex value="1.200000"/>
<FresnelScalar value="0.10000"/>
<SpecularCubeScalar value="4.600000"/>
</body_3>
Part 16: Glow Color Body
I made a tutorial long ago "very bad" on the subject by changing the gamedb.slt there are many other means "some of it does not even equires no JTAG RGH, hex editing, livery modding ... "we can do it also changes the sharedsetting
sharedsetting code :
Code:
<body>
<SpecularPower value="128.000000"/>
<PaintScale value="0.200000"/>
<FresnelIndex value="1000.650000"/>
<FresnelScalar value="1000.000000"/>
</body>
<body_2>
<SpecularPower value="128.000000"/>
<PaintScale value="0.200000"/>
<FresnelIndex value="1000.650000"/>
<FresnelScalar value="1000.000000"/>
</body_2>
<body_3>
<SpecularPower value="128.000000"/>
<PaintScale value="0.200000"/>
<FresnelIndex value="1000.650000"/>
<FresnelScalar value="1000.000000"/>
</body_3>
TU Video gamedb :
Part 17: Mod Textures (XPR,TGA)
There are some time D3FEKT has discovered that Forza 4 supporting the XPR textures like "D3DFMT_A8R8G8B8", he made a test series that we demonstrate that we could replace the TGA files that we use before by this, it is XPR files has several advantages, they have a permanent channel alphat (unlike the TGA does not work everything blows) and the huge advantage is that you can edit ALL xds the files (or before or is contrary could only change by supporting xds gamedb.stl)
I will not delete the tutorial on the TGA but I'll do another tutorial is XPR files
we will modify the texture of the car, but above all we must have textures that we will provide change.
To make it simple to change the textures we create a TGA file or 32Bits 16Bits (24 not working) and give it the name of the texture we want to change, there is the nodamage.xds / nodamage_lod0.xds / damage .xds / damage_lod0.xds and textures in the textures.zip
it is the file that are played in TGA but which are read by XDS? The other are read directly XDS
good as 3D files are _lod0 the load in the Homespace, multiplayer and solo, for others it is the local two player
I'll use Photoshop to tutorial (gimp does not work)
To start I will recover the texture file with forza studio
Save in PNG and open with your software
of you made changes worth, save in TGA 16bit or 32bit
You just have to put the TAG on name of the texture and remove the base XDS
To make it simple to change the textures we create a TGA file or 32Bits 16Bits (24 not working) and give it the name of the texture we want to change, there is the nodamage.xds / nodamage_lod0.xds / damage .xds / damage_lod0.xds and textures in the textures.zip
it is the file that are played in TGA but which are read by XDS? The other are read directly XDS
good as 3D files are _lod0 the load in the Homespace, multiplayer and solo, for others it is the local two player
I'll use Photoshop to tutorial (gimp does not work)
To start I will recover the texture file with forza studio
Save in PNG and open with your software
of you made changes worth, save in TGA 16bit or 32bit
You just have to put the TAG on name of the texture and remove the base XDS
For "nodamage.xds / nodamage_lod0.xds / damage .xds / damage_lod0.xds and textures in the textures.zip" just replace the XPR rename the files with "nodamage.xpr / nodamage_lod0.xpr / damage.xpr / damage_lod0.xpr " for others it you that "light_lod0 or other" you must go to the Textures.xml located in Shared.zip and change the name as for example "interior_LOD0.xds" by "interior_LOD0.xpr" but we will see this in more detail in this tutorial
Part 17: XPR TU
to begin creating a new TGA texture MOD, save in 32Bits.
For the rest you need Bundler.exe found in the SDK XBOX360 (I do not know if I have the right to publish the Bundler.exe but I want to try)
Bundler.exe : http://www.mediafire.com/download/we6kwgejzm9f45d/Bundler.exe
Virus Scan: https://www.virustotal.com/fr/url/8...a7ea7d1d49c63b956f068e38/analysis/1445440170/
To continue put the Bundler.exe and TGA in the same folder
For the rest we will create an RDF file that will tell of Bundler creates a XPR file from the TGA file, for its creates a text file in the same folder
Then paste this code
Code:
<?xml version="1.0" encoding="utf-16" ?>
<RDF Version="XPR2">
<Texture
Name = "nodamage_lod0"
Source = "C:\?\nodamage_lod0.tga"
Format = "D3DFMT_A8R8G8B8"
Width = "2048"
Height = "2048"
/>
</RDF>
This code corresponds to an image nodamage_lod0, the Width = "2048" Height = "2048" corresponds to the size of a "nodamage_lod0" General, if you want to put another image that does not have the same dimentions, put the size of the image in this area
Consequently put the name of the file in question in the script
(I will be the scripts of all type of image in download)
continue to put the location of the TGA in the script
(I'll make a tutorial with nodamage_lod0 and light_lod0 for the textures not support by gamedb.stl)
save the script in RDF format
Start the CMD and put Bundler.exe and the name of your script
Code:
Bundler.exe script_*.rdf
Made enter and you will have normally your XPR file
It'll just rename the XPR file with the name of your file and place it in your zip and delete the old
For the "lights_lod0 or other xds texture", edit the script and set the image dimensions
After putting the texture moddded .XPR in the ZIP, go to the Textures.xml which is located in the Shared.zip
Search the name of your modded file "lights_lod0", replace .XDS by .XPR
Save, replace the old in Shared.zip and everything should work (I do not know if other "lights_lod0.xds" works after the change)
To correct this problem a small mod that allows to load the textures XPR and XDS of other 3D (Support interior.xds/.xpr wood.xds/.xpr lights_lod0.xds/.xpr)
Download: http://www.mediafire.com/download/hh94zu0spyg9yw8/textures.xml
I think I made the turn, if you have questions or problems with this method, told me the comment
Part 18: Attribut Options
We will simply change the value attributes, explanation could be adjusted, for example the reflection chrome like this
Optic Optimume
For that you have to get low values in the "Normal.xml" the Shared.zip
I will not dwell on the subject because it would be too long, but looking good can change a lot of things
Part 19: Rezip Car
Good, all of your work is finished it is time to rebuild the archive
Simply select all the files and put it in a ZIP archive "no rar" you can also use a compression script forza ...
Put the name of the original car in the ZIP archive "NIS_SilviaK_92"
he'll just put the car in the game
Part 20: Rim Attribut Mod
REBUILD COMING SOON
it is the same principle as the car, just that there is no lod0, it's just that the lod are compiled into the same file
why seek the attribute you want to change and the first one you find in the file will be the lod0
for example to have chrome wheels, there must be an attribute "chrome_rim"
This gives it
Part 21: Rim Color Clear
a big thank you to D3FEKT passing me the file, this change is to remove the restriction to change its color
This requires changing the shared.zip and go sharedsetting and tire and put it file
Put the "Normal.xml" and "ui.xml" in "Shared.zip/ShaderSettings/Tire"
http://www.mediafire.com/download/iw40zyv62cs65e5/Normal.zip
For those who do not want to make changes, here Shared.zip Modded file
http://www.mediafire.com/download/44x47k5tiett76t/Shared.zip
Place in GAME:/media/cars
Part 22: DLC and DISC2 Modding
in this part we will understand how to change "modded" files (3D,gamedb,textures,etc ....) DLC and DISC2
I would make two sub part in this tutorial, 1 extraction, 2 re import
Part 22.1: Extraction
To start you need a "content" dlc or disc2, "i can you give the DLC if you want but I can not guarantee the life of the link" for you have the file you want to extract, open Horizon "or other Fluffi, Velocity ect ....) and open your file
Go see what's in the archive, go to the folder "DLCZips" and watch the file "*_pri_65.zip" this is the file that contains the 3d gamedb, ect...
Extract the file and extract new it with forza studio
you should have it
This is the same structure as the game as it is a simple "update" that adds file in the temp games
Part 22.2: Re import
once you have made your changes, you have two choices, you will be modifying the archive it self "with velocity or Fluffie" and replace the files in your
or you can make easier, you can use the mod of D3FEKT which is to update the games of the files in a file media.zip which will be placed in the root games
As soon as you had put in the mod worth file and you've put the media.zip in the game root "GAME:/" must be replaced default.xex and other XEX by that of D3FEKT "they'll say the game rerooter of the update to the media.zip "
D3FEKT Mod : http://www.mediafire.com/download/9bm9sikvh9evu14/Rocket+Bunny+S15.rar
it is sufficient that this file is the same structure as the DLC
if you want to update such as a car, it will create a folder "cars" in the media.zip another folder with the name of the car you edit "sci_frs_13" and put the files in update
Example GT86 :
Once you have put the media.zip in root, your mod is out
Rocket Bunny GT86
Part 23: General Debug COMING SOON
Ok I often receive messages deprive people who tell me that their 3D bug, missing units or that their 3D made a fatal crach, So I decided to do a small part in what I will tell you the most frequent errors and some trick to give correct, I will do that as FAQ
My 3D does not launch and instead I see a black volkswagen:
this car is the car error "nul_car_00" this error occurs when the game tries to load the ZIP 3D but he can not read or 3D file is missing. This problem in general has a poor ZIP
To see if your working properly ZIP file, open Forza Studio and open your ZIP, if the software makes a mistake is that the ZIP is poorly constructed, it is necessary to correct this remake ZIP archive and retest with Forza Studio if 3D displays everything is good
COMING SOON
Part 24: Rocket Bunny Flares Pack
For people who want to make "Rocket Bunny Body Kit" I offers a pack in which there are flares on what i work and other than some people find
PORCHE:
15h of work
VENOM:
Central part delect
FORD (no edit):
AUDI By BRYSON:
Thanx man
there to the other but I have not had time to change
be sure to remove the header if you import them
Download: http://www.mediafire.com/download/349lfx526n4912q/Rocket_Bunny_Pack.zip
Part 25: Result Of TU
The result of all our mod in TU, good look
Download: http://www.mediafire.com/download/1yuyin6q5oms2nu/NIS_SilviaK_92.zip
Part 26: More Stuff (DLCDB,DLC,ect...) NOT COMPLET
I offer more stuff
Big Car Pack 3D Edit Forza 4
Part 27: END
That's about all I know about 3D, I would do his pleasure to know that you have his help. Even if my english is very bad LOL, if you have questions, mod demendes, or 3D demendes , I can help, especially testing on forza 3D you made because there is always a gap in Forza Studio and Forza 4. BIG thanx for people who to likes and thank for D3FEKT everything that's mods and modding forza without whom would never exist can be , PEACE
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