Join also our Discord channel! Click here.

Warframe Online MaxScript

Post questions about game models here, or help out others!
medcorn
ultra-n00b
Posts: 7
Joined: Mon Jan 06, 2020 10:36 am

Re: Warframe Online MaxScript

Post by medcorn » Wed Jan 08, 2020 3:42 am

All of the textures ARE coming out okay from NinjaRipper. Can't say the same for the other one since I haven't used it. The textures for Warframes in particular (not sure about other things) all come in one file except for normal mapping. All the textures, including the tint-masks are in one file, just on the color channels for some reason.
Excalibur textures, as an example: https://imgur.com/a/Hu9OoBp
The tint masks are all in one layer, and have to be separated into four.
If there is a way to get textures from the cache files of the game as well, it would be much appreciated, as certain things in-game cannot be accessed through NinjaRipper.

User avatar
Gurobase
ultra-n00b
Posts: 2
Joined: Tue Mar 14, 2017 1:13 am

Re: Warframe Online MaxScript

Post by Gurobase » Wed Jan 08, 2020 8:53 am

medcorn wrote:
Wed Jan 08, 2020 3:42 am
All of the textures ARE coming out okay from NinjaRipper. Can't say the same for the other one since I haven't used it. The textures for Warframes in particular (not sure about other things) all come in one file except for normal mapping. All the textures, including the tint-masks are in one file, just on the color channels for some reason.
Excalibur textures, as an example: https://imgur.com/a/Hu9OoBp
The tint masks are all in one layer, and have to be separated into four.
If there is a way to get textures from the cache files of the game as well, it would be much appreciated, as certain things in-game cannot be accessed through NinjaRipper.
The grayscale info stored in separate RGB channels on that texture isn't a tint mask.
It's a roughness/AO/probably metallic info stored in an RGB mask. (Maybe specularity map too, needs testing to see which is what tbh)
Not sure about the alpha channel, but that's definitely not a tint mask.
Tint mask has clear red, green and blue separated islands.
Here's an example of an actual tint mask in WF. Clear red, green and blue islands without any detail.
Image

medcorn
ultra-n00b
Posts: 7
Joined: Mon Jan 06, 2020 10:36 am

Re: Warframe Online MaxScript

Post by medcorn » Wed Jan 08, 2020 11:05 am

The other textures aren't what I was trying to call a tint mask. The alpha channel when broken into separate layers functions essentially the same, if it isn't a tint mask. This is what I meant. Here, by breaking it up and putting the layers together, then changing their colors:
Image

I've also renamed the layers to their ingame names, and put them over a base texture for reference. By changing the layer modes to overlay, we get a better view:

Image

Maybe I found a dumb way that just works. Unsure. I'm also sure this isn't exactly how it's done. But, with a bit of fiddling with other textures as well I've done things in Blender in the past:

Image
Image

Clearly I need a bit more experience in getting the textures working properly but I've mostly just been screwing around with them.

User avatar
PredatorCZ
mega-veteran
mega-veteran
Posts: 267
Joined: Mon Apr 21, 2014 8:32 pm
Has thanked: 8 times
Been thanked: 191 times
Contact:

Re: Warframe Online MaxScript

Post by PredatorCZ » Thu Jan 09, 2020 3:00 pm

Texture tinting is usually done by lerping/mixing.
For example:

Code: Select all

// lerp(color1, color2, alpha)
tint = lerp(color1, color2, R_Channel);
tint = lerp(tint, color3, G_Channel);
tint = lerp(tint, color4, B_Channel);
Tint is then multiplied or averaged into diffuse texture, like:

Code: Select all

diffuse = diffuseTexture * tint;
//OR by averaging
diffuse = (diffuseTexture + tint) / 2;
Whichever looks better.

medcorn
ultra-n00b
Posts: 7
Joined: Mon Jan 06, 2020 10:36 am

Re: Warframe Online MaxScript

Post by medcorn » Sun Jan 12, 2020 2:04 am

I've got a question regarding Warframe Operator head models in particular. When the model files are extracted, the H cache has every head type listed, though the B cache only has 6 varying head meshes.

H.Misc.cache
Image
B.Misc.cache
Image

I'm curious as to if the other heads are in some strange way based off the meshes of the 6 available? And if so, how could they be used? If I could access all of the available heads, I could blend them with shape keys or something in a way similar to in-game.

Another odd thing: NinjaRipper will only rip say, female head A or male head A, even if they are not present in the frame. Yet another thing that makes me think they are all based off of one mesh somehow.

User avatar
zaramot
double-veteran
double-veteran
Posts: 761
Joined: Wed Jan 05, 2011 12:41 pm
Has thanked: 39 times
Been thanked: 790 times

Re: Warframe Online MaxScript

Post by zaramot » Sun Jan 12, 2020 2:51 am

Yup, warframe using morphs, basically base head mesh is the same, that's why NR ripping it too, as you said. Face aren't using facial rig, so basically they don't need specific skeleton and since they have same polygon/vertex count they don't need separate info files, that explain mismatch between two folders - in one there's more files, than in another
Making model-import scripts, PM

medcorn
ultra-n00b
Posts: 7
Joined: Mon Jan 06, 2020 10:36 am

Re: Warframe Online MaxScript

Post by medcorn » Sun Jan 12, 2020 3:25 am

zaramot wrote:
Sun Jan 12, 2020 2:51 am
Yup, warframe using morphs, basically base head mesh is the same, that's why NR ripping it too, as you said. Face aren't using facial rig, so basically they don't need specific skeleton and since they have same polygon/vertex count they don't need separate info files, that explain mismatch between two folders - in one there's more files, than in another
Now this brings up the question of whether or not it's possible to actually use said morphs, outside of the game? Or is something like this exclusive to the game? Are the files in H.Misc.cache even related to the morphs? The only information I can read in H.Misc.cache on these heads are for textures and shaders.
Image

EDIT: Nevermind, I'm a fool. Found some stuff on morphs in the more generic looking files in those folders. Now, how do they work?

OperatorHeadFemale_skel.fbx
Image

jetomawolf
ultra-n00b
Posts: 2
Joined: Mon Jun 10, 2019 2:04 pm

Re: Warframe Online MaxScript

Post by jetomawolf » Thu Jan 30, 2020 12:00 pm

Hi to all,
how can I open fbx (of cache extracted) files?

Thanks to all!

Post Reply