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ForzaTech Studio EXT 1.0.0.10 (OPEN BETA) - Big Update

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@Justyyin Justyyin released this 28 Sep 18:59

Update

1.0.0.10 (OPEN BETA) — 2026-09-28

Announcement

1.0.0.10 (OPEN BETA) brings back the clearly labeled Mesh Enable control in Model Properties and automates in-game path handling: files picked from inside a configured game folder now get their real game:\... path without any manual typing.

New

  • Mesh Enable checkbox in Model Properties — a labeled checkbox next to the scope selectors shows the visibility state of the current selection and toggles it with a single click; it replaces the hard-to-discover eye-icon-only workflow from the previous builds

  • Stays in sync both ways — the checkbox follows the tree checkboxes, the scope eye buttons and per-mesh toggles, and changes made through it are reflected in the tree immediately

  • Multi-selection support — with multiple meshes or light groups selected, the checkbox reflects the combined state (checked only when all targets are visible) and applies the toggle to every selected target at once

  • Automatic in-game path detection when adding models — picking a modelbin that lives inside a configured FH4/FH5/FH6 game folder now adopts its real game:\... path automatically; the manual "Set Model Path" prompt only appears for files outside any known game root

  • Automatic AO swatch path — the AO swatchbin picker applies the same detection, so swatches picked from the game files get their true in-game path instead of the generic custom-car fallback

  • Tutorial menu — a new Tutorial entry in the navigation opens the built-in guide: how every feature works, what to watch out for, known limitations and what does not work yet; opens on the full tutorial by default with every tool guide in the sidebar

  • Configurable 3D viewer panels — Settings now has a 3D Viewer section where each property panel (Model Properties, Light Transformations, Locator Transformations, Carbin Properties, Animation, Points of Interest) can be shown or hidden, so the sidebar only contains the panels you actually use

Fixed

  • Missing "mesh enable" toggle reported by the community — visibility could previously only be changed through the small eye icon inside the Target Scope dropdown or the tree checkboxes; the dedicated labeled control users expected from earlier versions is back

  • Manual path entry for files picked from the game folder — the carbin editor no longer asks for a game:\... path it can derive itself from the configured game directory

Changed

  • Compact header status — the game-folder status in the header now reads "Connected: FH6" / "Not connected" by default; Settings > Status Display switches between Compact, Full (game name and path) and Hidden, and the status now also recognizes Forza Horizon 4

  • Crash diagnostics — the CrashLogs folder now always contains session logs for the last 10 launches with clean exits marked, so a hard crash that bypasses the exception handlers still leaves a trace; managed crash logs are written as before

  • Settings page — the Credits block was removed from Settings; credits remain available in the footer dialog

1.0.0.9 (OPEN BETA) — 2026-09-28

Announcement

1.0.0.9 (OPEN BETA) fixes the imported car-paint UV roundtrip: the viewport and exports now use the same UV channel and flake tiling that the game applies to car paint, and rebuilt modelbins are protected against applying that tiling a second time.

Fixed

  • Car paint flake UVs in the 3D viewer — car paint materials now render with UV channel 1 when present and apply FlakeNormalUVTiling / FlakeNormalTiling; manufacturer-color paint keeps its channel 4 overlay behavior

  • FBX export — UVMap_1 is baked with the car-paint flake tiling for car-paint materials, matching the viewport and the game's sampling behavior; non-car-paint UVs are unchanged

  • OBJ export — because OBJ carries one UV layer, car-paint meshes export that layer from UV1 and apply the same flake tiling

  • Import / export roundtrip — newly built modelbins normalize car-paint FlakeNormalUVTiling to 1, so a model exported by ForzaTech Studio does not get the same tiling applied twice when it is imported again or built through the FBX to Mod Wizard

1.0.0.8 (OPEN BETA) — 2026-09-28

Announcement

1.0.0.8 (OPEN BETA) fixes the "ghost car" rendering report from the community: cars loaded from converted FH6 modelbins no longer render as translucent shells, LOD filtering now follows the mesh blob bit layout exactly, and scenes that fail to build geometry no longer fail silently.

Fixed

  • Ghost / translucent car bodies in the 3D viewer — modelbins produced by converted FH6 pipelines can carry material shader parameters with stray alpha values; the viewport now respects the mesh's render bucket, so opaque meshes stay fully opaque and only materials flagged transparent (glass, lenses) render translucent

  • LOD filter bit masks — LOD0 now matches bits 0-1 and LOD5 matches bit 6 exactly as defined by the mesh blob format; meshes whose files store nonstandard LOD flag bits are classified by the name-based fallback instead of disappearing from the scene

  • Silent mesh build failures — geometry that fails to build during scene assembly was previously dropped with only a debug trace; failures are now collected and written to Logs\viewport-YYYYMMDD.log under %LocalAppData%\ForzaTechStudio, so an incomplete scene can be reported with the exact mesh names and error messages

Support

Thanks for the private feedbacks and testing the tool: DYXiCZ, FreverZ , Fufunatorious

and big thanks to D3 for allowing this! - Forza Mods

Bugs & help: message Justyyin on Discord — https://discord.gg/fh5