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.
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Warframe Online MaxScript
Re: Warframe Online MaxScript
The grayscale info stored in separate RGB channels on that texture isn't a tint mask.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.
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.
Re: Warframe Online MaxScript
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:
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:
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:
Clearly I need a bit more experience in getting the textures working properly but I've mostly just been screwing around with them.
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:
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:
Clearly I need a bit more experience in getting the textures working properly but I've mostly just been screwing around with them.
- PredatorCZ
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Re: Warframe Online MaxScript
Texture tinting is usually done by lerping/mixing.
For example:
Tint is then multiplied or averaged into diffuse texture, like:
Whichever looks better.
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);
Code: Select all
diffuse = diffuseTexture * tint;
//OR by averaging
diffuse = (diffuseTexture + tint) / 2;
Re: Warframe Online MaxScript
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
B.Misc.cache
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.
H.Misc.cache
B.Misc.cache
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.
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Re: Warframe Online MaxScript
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
Re: Warframe Online MaxScript
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.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
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
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Re: Warframe Online MaxScript
Hi to all,
how can I open fbx (of cache extracted) files?
Thanks to all!
how can I open fbx (of cache extracted) files?
Thanks to all!
Re: Warframe Online MaxScript
Hi Zaramot, do you think you could make a version of the MaxScript just for importing props? I've found that trying to get props via ninjaripper is a huge pain due to all the duplicates, and think that using the cache files would make things a lot simpler.
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Re: Warframe Online MaxScript
Could someone rip for me the Nidus Night Hunter skin Model? And one little Question if you havethe Model and texures can you like colour them bc I can't rip them bc Warframe is yelling at bme with Ninjaripper to open in Launcher and shit.. you know.. and second thing I dont have the skin ingame with my cool colours .. (One little texture thing you know)
I would really appriciate it if someone would Rip the Nidus Model with Night Hunter skin on it..
I would really appriciate it if someone would Rip the Nidus Model with Night Hunter skin on it..
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Re: Warframe Online MaxScript
Hello everyone, I'm sorry that I haven't logged in this forum for a long time.Because I was sick, I had an operation, I'm recovering now, it's like a new version of the game, I haven't logged in for a long time.My family won't let me play.They warned me of the need for rest.Thank you for your concern about this topic. Many people have died from the epidemic since last year. I hope you can stay healthy.Let's continue this topic when we have time.
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Re: Warframe Online MaxScript
Hey, just wanted to ask if anyone is interested in figuring out how to extract the level tiles. I am willing to pay for it.
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Re: Warframe Online MaxScript
Sorry to ping this 9 years later, but I went ahead and downloaded an old copy of the warframe client for compatibility with this script, but it doesn't seem to support static meshes. How would I got about opening those?zaramot wrote: ↑Mon Dec 23, 2013 1:22 pm Here is a MMO Warframe import script for 3ds Max.
Site: https://warframe.com
Supported:
Geometry
UV's
Bones+Weights
Not Supported:
Textures
Materials
Here's tool by GMMan http://forum.xentax.com/viewtopic.php?f=32&t=10782 to extract game content from .cache archives
B.Misc.cache - all models
H.Misc.cache - all reference files for models (small files with same name as model files, they should be imported first, then model files)
- 09williamsad
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Re: Warframe Online MaxScript
The tools were updated a while ago, look in the Warframe models discord https://discord.com/invite/Jk3xA2TPortugalotaku wrote: ↑Fri Jan 07, 2022 5:48 pm
Sorry to ping this 9 years later, but I went ahead and downloaded an old copy of the warframe client for compatibility with this script, but it doesn't seem to support static meshes. How would I got about opening those?
My archive of models, audio, textures etc: <Link removed due to site policy> Google my username to find it.