Conversion Tool

May 6, 2026 · View on GitHub

The Conversion Tool page batch-converts Forza car scene assets between different game versions. It handles format differences in modelbin files, textures, and material references so that content made for one title can be ported to another.


Opening Files

  • Drag and drop one or more supported files onto the page.
  • Use the Add Files button to open a file picker (multi-select supported).
  • Drag and drop a folder to add all compatible files within it recursively.

Supported Input Formats

ExtensionDescription
.modelbinForzaTech model binary
.carbinCarscene bundle archive
.swatchbinForza textures binary

Conversion Settings

Source Game / Target Game

Use the From and To dropdowns to select the conversion direction, for example:

  • Forza Motorsport 7 → Forza Horizon 5
  • Forza Horizon 4 → Forza Motorsport (2023)

The tool adjusts shader mappings, blob layouts, and hash tables based on the chosen game pair.

Material Resolution

When converting models the tool may need to resolve material references that differ between game versions. If a material cannot be automatically resolved a Material Picker dialog will appear letting you:

OptionEffect
Use SelectedMap the unknown material to the file you pick from the list
SkipLeave this material unmapped and continue
Skip AllSuppress all further material prompts for this batch

Output Mode

ModeDescription
Output to folderWrite converted files into a specified output directory, mirroring the input folder structure
Output to ZIPPackage all converted files into a single .zip archive

Select the mode using the radio buttons below the file list, then click the folder/path button to choose the destination.


Running the Conversion

  1. Add input files.
  2. Select source and target games.
  3. Choose an output mode and destination.
  4. Click Convert.

A progress indicator and status message are shown during conversion. Errors are logged to the results list with per-file detail.


Results

After conversion completes, the Results panel lists each file with a status icon:

IconMeaning
Converted successfully
⚠️Converted with warnings (e.g. unmapped materials)
Failed - see the error detail for this entry

Click any result row to expand the full error or warning message.


Tips

  • Run a single test file first before converting a large batch to catch material resolution issues early.
  • If many materials are unknown, pre-populate the material cache by opening the target game directory in Game Setup so the tool can scan available assets.
  • ZIP output is convenient for sharing or deploying a full conversion in one file.

Advanced: VLay Blob Patching

The Advanced VLay Blob Patching option is an experimental feature that takes a more thorough approach to correcting the vertex layout (VLay) blobs inside converted .modelbin files.

Background

Each .modelbin contains one or more VLay (Vertex Layout) blobs that describe the exact format of the vertex data streams - which attributes are present (position, normal, tangent, colour, UV channels), their data types, and the per-vertex stride in bytes. The required layout varies by game version and by the specific part of the car the modelbin is used for:

GameTypical Full-Layout StrideNotable Differences
FH2 / FM540 bytesNORMAL and TANGENT as Float16x4
FM6 / FM728 bytesNORMAL as Snorm16x2, TANGENT as R10G10B10A2
FH3 / FH436 bytesAdds COLOR0 channel and TEXCOORD4
FH540 bytesAdds second and third TANGENT (TANGENT1, TANGENT2)
FM202336 bytesLike FH5 but COLOR0 omitted on most parts

A standard conversion simply rewrites the version fields. Advanced VLay goes further: it cross-references the modelbin's filename against a database of known per-file VLay patterns (derived from analysis across all game versions) to determine the exact element count, attribute types, and stride that should be present for that specific part in the target game.

When to Use It

Enable Advanced VLay Blob Patching when:

  • A conversion with the standard mode produces rendering errors such as corrupted normals, stretched UVs, or black surfaces in-game.
  • You are converting to or from FM2023, which has an inconsistent COLOR0 presence compared to FH5.
  • The modelbin is for a glass, caliper, or other part that uses a reduced layout rather than the full exterior layout.

How It Works

When enabled, the conversion service:

  1. Looks up the modelbin filename in the VLay pattern database to determine its pattern category (Full, DetailSecondary, Minimal, InteriorReduced, or PositionOnly).
  2. Applies the exact set of vertex attributes and data types appropriate for that category in the target game version, rather than using a generic fallback layout.
  3. Skips patching for parts categorised as PositionOnly (these have zero VLay elements and must not be modified).

Caveats

  • This feature is experimental. The pattern database covers the vast majority of standard part names but may misclassify custom or non-standard filenames.
  • For parts not found in the database, the tool falls back to standard conversion logic.
  • Always verify results in-game when using this option, particularly for unusual part names.