Re: Hyperidmension Neptunia rebirth 1 ism2
Posted: Mon Jul 11, 2016 8:07 am
Seems to be working for them all now! Thanks!!
I was pretty sure I caught those RGBA/ARGB variants with my script, but it's likely that I goofed somewhere. At least AceWell's script is a better alternative to that.anime663 wrote:Uhm, when I try to convert the face .TIDs for VII the .DDS files come out broken. I've tried multiple different scripts and whatnot, and I just can't get them to convert. Is there anything you can do about this? ><
https://mega.nz/#!L1lzwLxC!KWrdrQ6W1FTw ... u6JqqgFImQ
Hey RandomTBush I really appreciate your 3Ds Max ISM2 importer plguin but there still seems to be some model cant import with this pluginRandomTBush wrote:If you're lucky enough to have the Megadimension Neptunia VII beta (unlike me), I've updated my scripts to support those models now:
https://www.mediafire.com/?fk8enghk3k69bxj
I've also added in automatic material and texture importing (finally!), fixed bone structures (hopefully! It's a confusing mess, after all) and everything imports as one model now instead of multiple (which means it should also take less time to import). Please note, though -- the models in Megadimension Neptunia VII are actually poorly-optimized compared to the ones in Re;Birth (EVERY polygon uses three unique vertex points instead of reusing existing ones), so expect some models to take upwards of a few minutes to import fully. I'll be applying the same upgrades to the "Console" version of the script sometime later.
And here's three QuickBMS scripts -- one for unpacking the *.CL3 files (it's just Ekey's Mugen Souls Z script with a different endian, I deserve no credit), one to unpack the DLC's *.ARC files, and one for converting the *.TID files to *.DDS.
(EDIT: Fixed a couple of goofs on the model importer.)
(EDIT 2: Added a script to unpack the *.ARC files used for the DLC.)
You need to give him a hint about what model doesn't work and maybe even a sample file. If it gives an error then he'll probably want to know what the error message was. Otherwise he's not going to bother since he has no clue where to look.gaaaerloersq wrote:Hey RandomTBush I really appreciate your 3Ds Max ISM2 importer plguin but there still seems to be some model cant import with this plugin
^ Exactly.ssringo wrote:You need to give him a hint about what model doesn't work and maybe even a sample file. If it gives an error then he'll probably want to know what the error message was. Otherwise he's not going to bother since he has no clue where to look.gaaaerloersq wrote:Hey RandomTBush I really appreciate your 3Ds Max ISM2 importer plguin but there still seems to be some model cant import with this plugin
Also, as I've recently learned, the man has a lot on his plate right now so he might not even see this for a while.
I c thanks heres some of the file I found that was not importable with the 3Ds max scriptRandomTBush wrote:^ Exactly.ssringo wrote:You need to give him a hint about what model doesn't work and maybe even a sample file. If it gives an error then he'll probably want to know what the error message was. Otherwise he's not going to bother since he has no clue where to look.gaaaerloersq wrote:Hey RandomTBush I really appreciate your 3Ds Max ISM2 importer plguin but there still seems to be some model cant import with this plugin
Also, as I've recently learned, the man has a lot on his plate right now so he might not even see this for a while.
I'm guessing it's probably something I missed, like a vertex type that's not supported. If you tell me what the model's name is, I can fix it up.
And on a related note, I've updated the script not too long ago to add support for Trillion: God of Destruction's models.
Judging by the internal filenames (like g/motion/m001.ism2), those appear to be animation files. That would explain why they don't work with the script -- it's only for model files, not animations.gaaaerloersq wrote:I c thanks heres some of the file I found that was not importable with the 3Ds max script
but actually thats not what I was looking I was actually looking for something else but I have no clue where the model is and I found only some textures of them so I was wondering if those model might be possibly not in ism2 (I just suspect others file that I dont have any converter for them yet (for example those CWD and MGP2)) or possibly be those ism2 that were not importable
Thanks I thought those ism2 might be a model and also do you think if its possible if there are others model files which is not ism2 too? because I was trying to find some model but it seems I cant find them anywhereRandomTBush wrote:Judging by the internal filenames (like g/motion/m001.ism2), those appear to be animation files. That would explain why they don't work with the script -- it's only for model files, not animations.gaaaerloersq wrote:I c thanks heres some of the file I found that was not importable with the 3Ds max script
but actually thats not what I was looking I was actually looking for something else but I have no clue where the model is and I found only some textures of them so I was wondering if those model might be possibly not in ism2 (I just suspect others file that I dont have any converter for them yet (for example those CWD and MGP2)) or possibly be those ism2 that were not importable
Probably. I didn't see any ISM2 files for the Inafune-related things in mk2 and Victory for example, so I'm pretty sure there's another format for those (either that or I've somehow missed 'em). I'll have to look into that later.gaaaerloersq wrote:Thanks I thought those ism2 might be a model and also do you think if its possible if there are others model files which is not ism2 too? because I was trying to find some model but it seems I cant find them anywhere