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Warframe Online MaxScript

Post questions about game models here, or help out others!
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PA3OP
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Re: Warframe Online MaxScript

Post by PA3OP »

zaramot wrote: Sun Oct 20, 2019 1:13 pm Actually, you could help me out, I could send you script for testing. Just for geometry+uv's in order to test not working models faster. If geometry import is working, everything else will too and after fixing all broken ones, I'll just enable skin and done xD What do you think?!
I would love to do it, but I haven’t even downloaded 3DSMAX XD.
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Re: Warframe Online MaxScript

Post by Portugalotaku »

That is great to hear, though I will continue looking for an old version of the client, since there are some things that got removed between then and now.
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Re: Warframe Online MaxScript

Post by zaramot »

Hey! Guys, test this script with warfarme models. It will import only geometry for now (I disabled skin for faster testing), and provide all not working ones. In that way progress will be faster, I'm sure because I got bored testing them lol And switched to Fallout 76 script
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PA3OP
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Re: Warframe Online MaxScript

Post by PA3OP »

Is there any way to import models without skeleton? (Like dojo props)

Also, TnoCarrierShipFinal_skel is broken (H.Misc.cache\Lotus\Objects\Tenno\Ships\CarrierShip)
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Re: Warframe Online MaxScript

Post by zaramot »

For now I focused on updating characters and enemies, flora-fauna xD They are all in "characters" folder. I will think about supporting anything else, like weapons and ships, props or levels. First for me at least are skinned models of characters.
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PA3OP
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Re: Warframe Online MaxScript

Post by PA3OP »

Oh, ok. The game files already have models from a future update called "Empyrean". I would like to take a look at these models, so I'll wait for further updates of this script!
Btw, your script is amazing.
(sry for my English, I used google translator)
Last edited by PA3OP on Mon Oct 28, 2019 10:24 am, edited 1 time in total.
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zaramot
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Re: Warframe Online MaxScript

Post by zaramot »

It's okay, English isn't my native language too. I assume you're Russian-speaking person (judging by your nickname), if it's true you could use it in conversation with me, if you will have any difficulties explaining something xD
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Re: Warframe Online MaxScript

Post by Portugalotaku »

Well I am an idiot. I forgot that I had a copy of the client dating from December 2017 in my second computer. I wonder if either the new or old scripts can work with it...
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Re: Warframe Online MaxScript

Post by medcorn »

Hey Zaramot, found that your most recent import script doesn't include skeleton support or object support, was wondering if these would be coming? It's fine if you're too busy to update, maybe I can fiddle with the code to make it work.

https://imgur.com/a/QC5K3sG Some images of errors I got.
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Re: Warframe Online MaxScript

Post by zaramot »

Yeah, I was really thinking to make script work fine xD One good person helped me with testing, but main trouble (I guess, I bored everyone with this old song lol) it's textures, I figured out (more or less) how to get them, all except normal maps! They're coming out messed up so far (maybe some old ones are okay, but newer not), so I don't know what point to import models is you can't get textures?! Since, I had reports, that ninja ripped stopped working with this game too. If anyone, ANYONE will make proper texture converter (at least for normal maps), I will sit down and update script for models in a few days for sure :) I like this game, playing often - not much, but I'm playing it, 24 rank there, so I would like to make script for this game.
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Re: Warframe Online MaxScript

Post by medcorn »

I've used Ninjaripper recently, but I can test again.
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Re: Warframe Online MaxScript

Post by zaramot »

Well, it's good news if you did use it! Because, I've had a ton of complains in PM about it's not working anymore xD It might change the approach a bit! If you will confirm it's working, I'll try it myself and then if it's indeed working, then script have much more point. Of course it's not like a good texture converter, but at least I'll make an update for characters and enemies, armors and other attachable objects for warframe's customization, maybe weapons too.
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medcorn
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Re: Warframe Online MaxScript

Post by medcorn »

Here's how it works: Warframe prevents you from running it from NinjaRipper by forcing you to use the launcher. However, this can be bypassed.
  • Open NinjaRipper
  • Open Warframe Launcher
  • Click 'Run' in NinjaRipper, set to D3D11 Wrapper. This will tell you to run warframe through the launcher, click OK.
  • Run Warframe, in fullscreen, through the launcher. Do this without closing NinjaRipper.
Then you can use whatever hotkey you have set to rip all, mine is set to F10.
Can confirm this method works in the current patch, Empyrean. Really want some skeletons for the models, especially the ones I don't have access to through NinjaRipper anymore. One time only quest stuff.

As for textures from NinjaRipper, Warframe's textures are in a format that is really strange, but can be fixed through clever image editing. You can even use Gimp on it. This is my knowledge so far.
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Re: Warframe Online MaxScript

Post by Gurobase »

Warframe's normal maps and id masks for storing roughness/AO/metalness(?) info can be easily exported with Intel's frame analyzer. Can't say the same for tint maps, because those seem to not export at all as of recent (at least when I tried using both the frame analyzer and ninja ripper)
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Re: Warframe Online MaxScript

Post by zaramot »

Ah, so intelGPA working too, well guys it's great. Of course textures from rippers coming okay, textures from archives made by DE aren't like that xD Even mip order there is different, from lowest to biggest.
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