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Forza .liv

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Teancum, posted Fri Oct 02, 2015 12:49 pm (7897)


Attached is a livery from Forza Horizon. These are layered images created in the in-game editor. I suspect these are vector images that are applied over the in-game raster texture, as they don't lose fidelity when scaled up, and they also have a small file size in comparison to the raster texture. I'm wondering if these can in any way be converted to either 1) a standard vector image format or 2) a raster format so that I can apply them over the in-game raster texture and more quickly create mods that work offline.

Thanks for any help as always. Love this site! :D
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Teancum, posted Thu Oct 08, 2015 2:40 am (8201)


So as an update, Aluigi previously decompressed the .liv file over at Xentax: http://forum.xentax.com/viewtopic.php?f=21&t=3789

This produces a .lvr file with the header LVRY. I have attached the results of decompression from the Xentax topic. I used this method as noted by Aluigi in that topic:

Code:
offzip -a -z -15 c:\71.liv c:\ 0


The output produces files of various sizes based on samples I used. I've included both the original .liv files and the extracted .lvr files in the attached zip file. I still think these are some sort of vector images, but I'm unsure what direction to go next. I'd like to find some sort of vector scanning tool, but I don't know of any.
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Teancum, posted Mon Oct 19, 2015 2:26 am (8622)


New information: at least some of the images referenced by liveries are raster images, with the alpha channel controlling what gets shaded by the in-game coloring system. My new speculation is that the livery stores the following for each image used:

*Image reference, likely a database ID of the image used (database IDs reference an actual image)
*X/Y (or U/V) location
*Scale
*Stretch
*Rotation
*Color
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