Forza .liv

Textures, recreate headers, conversions, algorithms and parsing of image files
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Forza .liv

Post by Teancum »

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
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Forza .liv

Post by Teancum »

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: Select all

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.
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Forza .liv

Post by Teancum »

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