Collection of patterns, scripts and more for reverse engineering ForzaTech game engine resources used in Forza game series since 2015, starting with Forza Motorsport 6.
ImHex patterns for .carbin
and .modelbin
game resources.
cd D:\ForzaTech-extraction-tools-main\scripts
node carbin_converter.js "D:\games\rips\FH5\media\Cars\NUL_Car_00\NUL_Car_00.carbin.bak"
It deserializes the Forza Horizon 5/Forza Motorsport (2023) input file and then serializes the Forza Horizon 4/Forza Motorsport 7 output file compatible with 3DSimED 3.2c. Actually, it just replaces the first byte with 05
and drops 5 unnecessary bytes at the end of model chunks. Forza Horiozn 5 also has an updated .materialbin
file format not supported by 3DSimED, so a lot of warnings must be skipped.
Prints a list of all strings contained in the input file in the following formats:
<u32 length> <u8 data[length]>
<u16 length> <u8 data[length]>
For example, 0A 00 00 00 6E 75 6C 5F 63 61 72 5F 30 30
is a string "nul_car_00" 10 bytes long. It was useful for researching .carbin
and _skeleton.modelbin
.
279 / 397 bytes unknown
- Root
- ChunkA[0]
- Model[0]
- Model[1]
- ...
- ...
- ChunkB[0]
- Model[0]
- Model[1]
- ...
- ...
- ChunkA[0]
- Root (1*5+2=7 / 42 bytes unknown)
- type
05 00
FH4, FH5 NUL_Car_00
06 00
FH5 - guid
- car name
- skeleton path
01
at the end (type 6 only)
- type
- ChunkA (1*7+4*8=39 / 43 bytes unknown)
- ChunkB (4+(1*13+4*8)+((4))=53 / 67 bytes unknown)
Upgrade parts?03 00
type
- Model (4*16+2+1+4+(4)+8+4+(1*2+1*27)+1*19+1*20+4+(16)+5=180 / 245 bytes unknown)
- type
10 00
FH4
12 00
FH5 - guid
- 5 unknown bytes at the end (type 18 only)
- type
- Entry
-
tag
Reversed because it is stored as a number.[link] In C++ it looks like this:
uint32_t type = *(uint32_t *)("Grub"); std::cout << std::hex << type; // Expected output: 62757247
- Skel - Skeleton
- count: 1
- no properties
- Mrph - Morph
- count: 0-1
- no properties
- MatI - Material Info
- properties
- Name
- Id
- properties
- Mesh
- properties
- Name
- BBox
- properties
- IndB - Index Buffer
- count: 0-1
- properties
- Id
- VLay - Vertex Layouts
- properties
- Id
-1
FH5 DOD_caliperLR_006
- Id
- properties
- VerB - Vertex Buffer
- properties
- Id
- properties
- Skin
- properties
- Id
- properties
- MBuf
- Modl - Model
- count: 1
- properties
- BBox
- TRef (optional)
- Skel - Skeleton
-
properties
- Name
- Id
- BBox - Bounding Box
- TRef
- array of unknown 4-byte elements
-
data address
- aligned to 4 bytes
-
It seems to be necessary for correct scaling and positioning of wheels and selecting of tires.
Tutorial
ForzaHorizon5.exe (CRC32: BFCEECA8)
00000001408FCFFE: call DeobfuscateGameDB(_, _, destination address, size, _)
Stage 1: Arxan TransformIT.
Stage 2: Obfuscation based on CRC-32.
Related to gamedbRC.slt tables.
- Root
00 04
version- table name buffer
- StringInfo
- id
The first byte of the placeholder name hash.
_&16972226482902517561
39 C7 E1 40 10 76 89 EB
"IDS_DisplayName_1"
- id
Keygen is available on GameModels Community.
3DSimED3.exe v3.2.3.1 (CRC32: C7FD36C3, protection: PC Guard 5.01, OEP: 007CC646, IAT: 008B1000)
IAT invalid imports:
008B141C: kernel32.ExitProcess
008B15D8: ?
008B15DC: ?
008B15E0: ?
008B1BC8: ?
The first four APIs are mentioned here. I couldn't find which DLLs they refer to. Maybe they are used to load import/export modules dynamically.
- Node.js v18.14.0
- ImHex v1.30.1
- Forza Horizon 5 v1.405.2.0 (Steam) [EMPRESS]
- Forza Horizon 4 v1.466.445.0 (Steam) [EMPRESS]
- Forza Horizon 3 v1.0.37.2 (UWP) "OpusDev"
The XeNTaX community for sharing their research of .carbin
and .modelbin
file structure and creating tutorials for researching unknown 3D formats.