Modelbin Editor
May 6, 2026 ยท View on GitHub
The Modelbin Editor page lets you inspect and modify .modelbin files, the primary binary format used by ForzaTech to store 3D model data including meshes, materials, skeletons, and shader parameters.
Opening a File
- Drag and drop a
.modelbinfile onto the page. - Use the Open button in the toolbar.
Layout Overview
The page is split into three main areas:
| Area | Description |
|---|---|
| Left Blob Tree | Hierarchical list of every data blob contained in the file |
| Centre Detail Panel | Editable properties for the selected blob |
| Right Info Bar | Summary statistics (blob counts, file size, format version) |
Blob Tree
Every .modelbin is composed of typed blobs. The tree groups them by type:
| Blob Type | Description |
|---|---|
MaterialBlob | Material definition - name hash, shader, texture slots |
MeshBlob | Geometry data - vertices, indices, vertex layout descriptor |
SkeletonBlob | Bone hierarchy and bind-pose transforms |
LocatorBlob | Named attachment points with world-space transforms |
ShaderParameterBlob | Per-material shader constant values |
VertexLayoutBlob | Vertex format descriptor (position, normal, UV channels, etc.) |
Click any blob to select it and view its properties in the centre panel.
Material Properties
When a MaterialBlob is selected you can view and edit:
- Name Hash resolved display name (shown alongside the raw hash value).
- Shader Name the shader technique this material uses.
- Texture Slots list of texture references, each with a semantic name and path.
- Shader Parameters float/vector constants passed to the shader.
Mesh Properties
When a MeshBlob is selected:
- Vertex count and Index count are shown as read-only statistics.
- Material Name the material this mesh references.
- Vertex Layout the attribute format used for each vertex stream.
- Bounding Box min/max extents of the geometry.
Saving Changes
Click Save (or press Ctrl + S) to write changes back to the original file, or Save As to write to a new path.
Always keep a backup of original files before editing. Corrupted blobs can prevent the game from loading the asset.
Name Hash Resolution
The editor uses a built-in name hash database to display friendly names alongside raw CRC/hash values. If a hash is unknown it will display as 0xXXXXXXXX (unknown).