Join also our Discord channel! Click here.

PS3 Hyperdimension Neptunia MKII

Post questions about game models here, or help out others!
User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

PS3 Hyperdimension Neptunia MKII

Post by howfie » Wed Aug 31, 2011 11:18 am

Lightwave LSCRIPT generator. Only model and UVs are supported.
Couldn't find data where UV maps need to be offset and mirrored (as with the dragon), so you will have to do it yourself for the few models where it needs to be done.

Directions:
0.) must have visual studio 2010 CRT installed (or you must recompile with another compiler yourself).
1.) copy ism2 files and texture directory with TID files in it to somewhere safe.
2.) place exe inside where ism2 files are. Do not run this program with any ism2 files from the motion directory, animation is not supported.
3.) run exe.
4.) load generated LS files in lightwave.
5.) convert to whatever format you like.
6.) manually apply textures (program will convert TID files to DDS).

Image
Image
Last edited by howfie on Sat Jul 14, 2012 10:55 am, edited 3 times in total.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

Re: PS3 Hyperdimension Neptunia MKII

Post by howfie » Wed Aug 31, 2011 8:22 pm

Bug fix + Sample
Last edited by howfie on Sat Jul 14, 2012 10:56 am, edited 1 time in total.

mariokart64n
ultra-veteran
ultra-veteran
Posts: 546
Joined: Sun Jun 05, 2005 12:00 pm
Location: Ontario, Canada
Has thanked: 31 times
Been thanked: 181 times

Re: PS3 Hyperdimension Neptunia MKII

Post by mariokart64n » Thu Sep 01, 2011 1:18 am

wow, good job man. haven't seen much done with lightwave before, I didnt know it had a scripter
Maxscript and other finished work I've done can be found on my DeviantArt account

652845095
beginner
Posts: 29
Joined: Tue May 31, 2011 5:22 am

Re: PS3 Hyperdimension Neptunia MKII

Post by 652845095 » Fri Sep 02, 2011 8:40 am

which folder should i put these into?i’m a complete noob at lightwave,thanks!
You do not have the required permissions to view the files attached to this post.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

Re: PS3 Hyperdimension Neptunia MKII

Post by howfie » Fri Sep 02, 2011 9:38 am

Don't use that one unless you want to look at the C++ source code.
Use the file in the second post.
Then watch this video.

652845095
beginner
Posts: 29
Joined: Tue May 31, 2011 5:22 am

Re: PS3 Hyperdimension Neptunia MKII

Post by 652845095 » Fri Sep 02, 2011 10:03 am

alright I see,but i get this error....maybe something wrong with the software version? LW 10 win32, could u pls post the download link of ur current use version? thanks.
You do not have the required permissions to view the files attached to this post.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

Re: PS3 Hyperdimension Neptunia MKII

Post by howfie » Fri Sep 02, 2011 10:29 am

I'm using the same version. I have no download link; I actually own the retail boxed version of it that comes with 2 dvds and a black usb dongle with a green light.
I would first try moving the directory out of the directory that contains kanji.
If that doesn't work, I would try the discovery edition (I took out my dongle and it will still run and load the model, it just won't save it).
If that doesn't work, post your LS file here and I will take a look at it. It should load the first character model fine. I tested with the first 50 or so character models already.

BTW, what program did you use to extract the files from the big archive file? Also, why is the ls file in the TEXTURE directory?
Also, don't run the program with the MOTION and SCOPE directories present; delete them.

652845095
beginner
Posts: 29
Joined: Tue May 31, 2011 5:22 am

Re: PS3 Hyperdimension Neptunia MKII

Post by 652845095 » Fri Sep 02, 2011 10:44 am

finally i made it! yeah is the kanji's problem.i just put the model and tex files all together,anyway thanks a lot...now i need to export them into max or maya, i extracted the big archive file with the BMS? maybe...i have to check it from my own computer at home.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

Re: PS3 Hyperdimension Neptunia MKII

Post by howfie » Fri Sep 02, 2011 11:02 am

cool. no problem.
File > Export > FBX and you should be good to go in max or maya now.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

Re: PS3 Hyperdimension Neptunia MKII

Post by howfie » Sat Sep 03, 2011 12:19 am

Bug fix: Should now work with level maps as well.
Bug fix: Some models (enemies) require multiple texture maps.
Last edited by howfie on Sat Jul 14, 2012 10:56 am, edited 1 time in total.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 267 times

Re: PS3 Hyperdimension Neptunia MKII

Post by howfie » Tue Sep 20, 2011 2:10 am

Now with weights and joints. Animations are coming soon but won't be able to make it bone-based since the game appears to use infinite-length bones which is not something easily scripted in lightwave and there is no bone orientation or length data in the model format. The animation files are really easy to figure out, and just contain keyframes along with joint translation, rotation, and scale parameters (see generated text files). Is there another modeler other than lightwave that works with zero or infinite-length bones that simply just transform the weight-mapped points using local joint axes?

Image
Last edited by howfie on Sat Jul 14, 2012 10:57 am, edited 1 time in total.

rexil
veteran
Posts: 124
Joined: Tue Mar 15, 2011 3:14 pm
Has thanked: 36 times
Been thanked: 3 times

Re: PS3 Hyperdimension Neptunia MKII

Post by rexil » Tue Sep 20, 2011 2:06 pm

Great work there howfie. Thank you.
I'm having a problem getting the bones.
I load the model fine but when I try to load the bones I get the error Script type "generic" differs from architecture.
I may be doing something wrong, I don't know much about lightwave.

daisuki
ultra-n00b
Posts: 9
Joined: Thu Mar 03, 2011 6:12 am

Re: PS3 Hyperdimension Neptunia MKII

Post by daisuki » Tue Sep 20, 2011 4:05 pm

You just run the Layout then you can loading the bones.

rexil
veteran
Posts: 124
Joined: Tue Mar 15, 2011 3:14 pm
Has thanked: 36 times
Been thanked: 3 times

Re: PS3 Hyperdimension Neptunia MKII

Post by rexil » Tue Sep 20, 2011 4:27 pm

daisuki wrote:You just run the Layout then you can loading the bones.
Oh, got it. Thank you.

kotakoni
ultra-n00b
Posts: 3
Joined: Wed Nov 09, 2011 4:20 am

Re: PS3 Hyperdimension Neptunia MKII

Post by kotakoni » Tue Dec 13, 2011 8:10 am

This is a nice idea, but I can't even get all of the models out. I've got a later copy of the game.

Post Reply