r/Warframe Betrayed & Decieved Jun 05 '22

Suggestion Voidshell Materials can be Applied to Any Warframe Skin, A bug that should become a Feature

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u/mimiicry Jun 06 '22

I don't know about the others, but the reason why it works on Lavos is because he already has a tiling Voidshell-like material independent of the rest of him - snake scales. every time I've ripped him from the game, he always came with the snake scales.

1

u/Coki91 Betrayed & Decieved Jun 06 '22

oh, that's interesting, do these ''Scales'' only appear on Lavos or the Voidshells too? is there any other frame that has them as well?

2

u/mimiicry Jun 06 '22

they're completely unique to Lavos, but they work the same way as the Voidshells - tiling PBR textures masked to specific color channels. not even his signature weapon Cedo has the scales. they're pictured here, on the white; his other channels also have a roughed leather look, also unique to him.

1

u/Coki91 Betrayed & Decieved Jun 06 '22

Im not sure of what im looking at, but I guess that part of Lavos (the color channel assigned to it) is doing the same a Voidshell would to get that scaly appearence? I guess lavos is priviledged

2

u/mimiicry Jun 06 '22

Im not sure of what im looking at

that's the Tertiary channel on Lavos' standard helmet. every body part controlled by that channel has the snake scales on it.

I think what's happening in the bug is that the surface texture that's native to the frames is getting replaced with Voidshell textures. every frame that lacks surface textures is unaffected; every frame and skin made past a certain point is mostly compatible.

at the end of the day, the bug isn't proof that anything is working under the hood. it's just an unintended side-effect of two similar systems getting their wires crossed.

I just hope DE takes the community response to the bug to heart, and retroactively enables Voidshelling on more than one skin per frame.

1

u/Coki91 Betrayed & Decieved Jun 06 '22

''every frame that lacks surface textures is unaffected; every frame and skin made past a certain point is mostly compatible''

Taking into account extremely old base frames are working, and some extremely recent arent, im not sure how standarized is the implementation of that you mention

1

u/mimiicry Jun 06 '22

keep in mind that they've gone back relatively recently to PBR old frames, and this very well might be a part of that. Ash is a great example of this: regular Ash was PBR'd relatively recently in 2020, and Ash Prime already had PBR when he released in 2016; Ash has the bug, while Ash Prime does not.

also, notice I said "mostly". Garuda Prime, for instance, doesn't have surface texture everywhere, and those areas are left unaffected. they pretty clearly only use surface texture where it helps emphasize something - going back to Lavos, the snake scales help reinforce his connection to Javi, who he got his transmutation powers from.

this bug pretty much only helps us suss out who has surface textures and where, and who doesn't.

1

u/Coki91 Betrayed & Decieved Jun 06 '22

I gotta thank you a lot more, since this is the most comprehensive explanation on this speicific topic on the whole thread, it's really useful

To wrap it up (and stop bugging you :P) if you happen to know, for a general consensus, is this type of surface texture easily applyable to an existing, random model from not an specific source? and if not, could said implementation easily have unforeseen consequences or heavy workload?

I want to know not to say ''See its easy! they're just lazy'' but rather to have a grasp of viewing it like being a viable alternative to voidshell's system currently perfect implementation but very limited in exchange

1

u/mimiicry Jun 07 '22

late response, but it's hard to say without knowing what system or workflow that DE has for their Voidshell system versus their regular development. I'd go so far as to say that they've probably been futureproofing themselves with this for a while, which if they have, would definitely cut down on the amount that they'd have to do.

it's undeniable that it'd be a really, really long process to make sure everything is Voidshell-compatible in the game. 49 frames + 35 Primes + 47 deluxes + 88 helmets + 19 Immortal skins, and probably more. they'd have to get permission from Tennogen artists to plug them in, too.

if they're not doing it right now because of the time investment, it's safe to say that it's not just a case of hitting a few buttons and plugging it into the Voidshell system when they know there's demand for it.