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Hyperidmension Neptunia rebirth 1 ism2

Post questions about game models here, or help out others!
ssringo
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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by ssringo » Mon Apr 04, 2016 9:20 am

Big thank you to mikulover39 and RandomTBush. Even though the selection is limited, I like these models much more than the Rebirth ones. So much easier when you aren't trying to line up/combine 4 or 5 textures to make a single facial expression. :lol:

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by RandomTBush » Mon Apr 04, 2016 1:45 pm

ssringo wrote:Big thank you to mikulover39 and RandomTBush. Even though the selection is limited, I like these models much more than the Rebirth ones. So much easier when you aren't trying to line up/combine 4 or 5 textures to make a single facial expression. :lol:
Well, you should still be able to use those face textures with the Re;Birth models and vice-versa if you wanted to, since the texture mapping for those is the same (barring the additional Costume Break things). And in some cases you might still want to use the Re;Birth models anyway since they've got full finger rigging, Neptunia U's models group together the last three fingers on each hand (unless you don't mind re-rigging things).

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by RandomTBush » Fri Jun 17, 2016 2:47 pm

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://mega.nz/#!v44XyRgJ!1ucHqBMJHoMg ... jF29YNqgdo

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.)
(EDIT 3: Links are no longer dead.)
Last edited by RandomTBush on Sat Oct 21, 2017 11:32 am, edited 3 times in total.

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by samasama76 » Sun Jun 26, 2016 2:58 pm

Nice script.
Is it difficult to make export ism2 script for 3dsMax?

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by ssringo » Wed Jul 06, 2016 7:24 am

Happy to finally be able to mess about with this game's models. Almost everything is working fine for me. EDIT: Autotexturing works if you just extract everything in place. I was moving stuff around like a derp. Faces don't get autotextured for whatever reason but that's no big since ya gotta edit them to make a complete face anyways.

Not spending too much time with the models just yet as I'm still playing the actual game :D

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by Espio » Thu Jul 07, 2016 5:04 am

Does anyone knows how to use modde files in Megadimension VII? KitServer doesn't work :(

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by StarGundam2 » Sat Jul 09, 2016 4:24 pm

Thanks for all your hard work RandomTBush. If it wasn't for you I wouldn't have been able to mod Nep U. I just have one question for you. I was trying to mod megadimension and I ran into a dilemma. Everything else works with re importing using quickbms. But I can't convert the DDS back into a TID file. I tried rewriting the conversion script to reverse TID and DDS but I ended up with a file 4x smaller. I just don't know what I'm doing. Any help would be greatly appreciated. Thanks for all that you do!

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by anime663 » Sun Jul 10, 2016 12:23 am

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

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by Acewell » Sun Jul 10, 2016 7:24 am

i made a Noesis script that opens your samples :D
tex_HyperdimensionNeptuniaRebirth_tid.zip
it might work with dxt1 and dxt5 tid samples too but i could
not test on them because i don't have any.
You do not have the required permissions to view the files attached to this post.
Last edited by Acewell on Mon Jul 11, 2016 7:31 am, edited 3 times in total.

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by anime663 » Sun Jul 10, 2016 9:09 am

AceWell wrote:i made a Noesis script that opens your samples :D
tex_HyperdimensionNeptuniaRebirth_tid.zip
it might work with dxt1 and dxt5 tid samples too but i could
not test on them because i don't have any.
Thank you! Although, when I load some of the files they end up like this:
Image
Also some of the base textures are a strange colour.

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by Acewell » Sun Jul 10, 2016 9:27 am

anime663 wrote:Also some of the base textures are a strange colour.
maybe the rgba is out of order i don't know
i don't have this game and only had the 2 samples :D
show me what it supposed to look like

edit
i edited the script in my previous post, try that one :D
Last edited by Acewell on Mon Jan 22, 2018 11:54 am, edited 1 time in total.

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by anime663 » Sun Jul 10, 2016 8:43 pm

Its working perfectly now!! Thanks!

Edit; Oh wait now all the ones that were worknig aren't ; w ;... Could you upload both versions?

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by Acewell » Mon Jul 11, 2016 5:33 am

anime663 wrote:Edit; Oh wait now all the ones that were worknig aren't ; w ;... Could you upload both versions?
i need more than the 2 samples to compare man! :)
there is probably a flag that tells which order the rgba is
upload some of the ones that look funky with the new script :D

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by anime663 » Mon Jul 11, 2016 5:55 am

AceWell wrote: i need more than the 2 samples to compare man! :)
there is probably a flag that tells which order the rgba is
upload some of the ones that look funky with the new script :D
https://mega.nz/#!Ho8CHYTA!9EmD5pmcnQo- ... xTtfuL_Y-U here you go~

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Re: Hyperidmension Neptunia rebirth 1 ism2

Post by Acewell » Mon Jul 11, 2016 7:32 am

okay i updated the script again, give it a try and see if it opens all of your tid files properly :D

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