#PulledP0rk's fresh nuggz

413 messages · Page 1 of 1 (latest)

gritty temple
#

Starting this thread here to show off the work I'm doing in between releases

#

New motor done now. Wasn't happy with the first one that I implemented and I have actually learned how to use substance painter now

lapis wren
#

FIREEEEEEE

#

🔥🔥

gritty temple
#

Thanks!

errant pecan
#

This looks super cool🔥🔥🔥 Just a concern: Tarkov seems very VRAM hungry on my setup, texture on “medium” would use 10g of my 12g VRAM, and the Texture is not even the best yet, would my 12g VRAM handle this kind of texture in tarkov?😭

lapis wren
#

for some reason

gritty temple
#

I have 14 models ready to begin working into the mod but I am taking a moment and going back through all of my mods to get them as optimized as possible and adding LODs and culling to them all

gritty temple
# errant pecan This looks super cool🔥🔥🔥 Just a concern: Tarkov seems very VRAM hungry on my ...

I have a 2080S with 8GB of vram and am targeting my mod around that limitation so the most amount of people can play with it. Although the vram usage with increasing quality can only really go up I am doing my best to balance the two. For example. My CPU cooler model doesn't actually use any textures. I just have it colored. So the only thing it is holding in vram is the geometry data and instancing. If it was 2k textures the model would be around 100MB of vram for the 3 LODs and texture data but since I dont have any textures in it the geo data brings that down to around 12MB. The 3 LODs make it so that your game is only loading the full geometry when you're very close to it so that you dont take a big hit on framerate either

#

That motor for example has a 2k diffuse texture (the color data) a 1k normal map (height data) and a 512 texture for roughness to optimize it as much as possible

errant pecan
gritty temple
#

I use textureless material creation where possible but some models will be more intensive than others. The biggest impact this mod will probably have is for those people who use lots of loose loot mods and are close to a lot of objects. So far my testing has simply included dropping one of each of my modded items to see if there is a framerate change and so far it seems to be <1 fps change with all the items on the floor right in front of me

lapis wren
gritty temple
# lapis wren Tarkov eats on medium about 6gb VRAM and on high it eats about 8gb approxiamatel...

A lot of barter items texture size is 512x512 for all maps from what ive seen But theres more than texture data being held in vram. Anything that would need to be instantly shown will be in vram. This includes geometry data for the maps too. Things like junk on the floor and where it is positioned in accordance to other items. This has a big effect on maps like streets where the items are everywhere and are separate objects. I am no client modder but from what Ive seen there could be progress made on the LOD side of things to help with performance but I haven't looked too much into map files to see how they're building that geo

lapis wren
#

with the icons

gritty temple
#

yeah I don't know why the game doesnt just cache all the icons upon first load but it only caches items that you see the first time after clearing the cache via an update or manual clear

paper cargo
#

Love watching this project grow, keep up the great work!

lapis wren
gritty temple
lapis wren
gritty temple
#

I haven't played it yet but that doesnt surprise me. Didnt they add like 3 buildings?

lapis wren
gritty temple
#

Gotcha. Since I could be my own server admin for the bois I haven't looked back lol. I play arena every now and then but I have more fun in SPT these days

gritty temple
#

23K tris down to 739 before being culled

gritty temple
#

9.8MB bundle size down to 3.1MB
and better shading implemented. Total of 3 LODS present and optimized texture size

agile elbow
gritty temple
gritty temple
gritty temple
#

New Jammer

gritty temple
#

All Existing Items have had LODs made and culling integrated.

Retextured the Magnet and redid the electric motor

Total bundle file size has gone from 65.4MB > 32.3MB

#

Adding in two more models and then publishing new version

#

Also fixed collision bugs that caused certain items to fall through the ground

gritty temple
gritty temple
#

Working a bit on a little side project

ember pagoda
#

Im assuming that using these HD models would have some effect on performance in comparison to the base game ones? Wanting to make sure cuz one of the players on my server is a bit performance strict already.

gritty temple
# ember pagoda Im assuming that using these HD models would have some effect on performance in ...

So as of the latest release I have optimized it as much as possible. I have a friend who is playing on 1440p with an rx590 and he is doing fine with it. Right now the biggest limiting factor for them will be their vram but overall it shouldn't be more than 100mb more Vram than the base game right now. I don't have a proper way of testing this yet so I don't have hard data. I can say that I have dropped all of the current items on the floor at once and staring directly at the pile I didn't drop a single fps

ember pagoda
#

Gotcha, thanks! I'll add it my personal client first and see how it goes from there

gritty temple
#

No problem. I also organized it in a way where if you want to remove some of the items and keep others you only have to remove them from one file

gritty temple
#

UN unwrapping is a pita but we're getting there

#

Tomorrow will be texturing time

gritty temple
#

New GM Counter

gritty temple
gritty temple
#

WIP SAS Drive

#

Updates might be slightly slower. Started a new IT job but I'm working on getting 5 models added for the next update

gritty temple
#

This one was quite a bit of work to Retopo for a game asset. Started as 213k tris on the left. Got down to 29k tris on the right for the LOD 0

gritty temple
#

LOD 0 in game now. Need to get one or two more LODs added in but at the moment the file size for the SAS drive went from 1410KB (EFT Asset) > 379KB (My Asset) This will go up a bit with the added LODs but I am not using any textures for this asset so its running very lean and will help balance some of the more intense models in my mod.

gritty temple
#

LOD 1 will have 16k Tris
LOD 2 has 2.5K Tris
Culled After LOD 2

LOD0 essentially is right near the object. LOD 1 is if you're in the same room approx.
LOD2 is if it is loose and you're down the hall. Any further and its not being rendered.

fresh sparrow
#

@gritty temple pepeHmm nothing mod related, but can I ask how you override bsg’s items or bundles? We want to kind of try to load empty textures and such on the headless client rather than the ones the game loads in, however modifying the game’s base files is not really viable

#

Or empty sound files kekw as those are things we cant easily unload

gritty temple
# fresh sparrow <@407654024964210689> <:pepeHmm:1239872678857408532> nothing mod related, but ca...

So in theory what you could do is build a bundle in unity for a basic item. Then you can go through the EscapeFromTarkov_Data folder and replace bundles for the items with the empty bundle. You just need to make sure that the bundle names match as you replace them. I have done some wonky bundles and when I first started this project I just overwrote the bundles in the data folder to test. It does work. You could probably make a power shell script to look in a folder and replace the bundle with yours and name it the same so you could automate it.

#

There's a chance you could just make a file called ledx.bundle for example like straight up not even use unity. And replace the asset. Since the headless host doesn't pull up images it doesn't matter if there's doges everywhere lol

gritty temple
#

So all we would need to do is setup a script to do the same thing recursively starting at the ./items directory

#

The only thing this wouldnt fix though is server mods and you would have to go through the user/cache for those too. Although I'm not sure if the bundle verification checks hashs or if its just checking filenames

fresh sparrow
gritty temple
#

What I really need though is a way to refresh bundles in game....

#

That way I dont have to stop server, swap file, start server, cache clear, launch each time I do an iterative change

#

I was hoping Unity explorer would do that but I haven't seen it having the ability

fresh sparrow
gritty temple
#

The guns might be a problem for sure with doing such method. The barter items and bullets I think would work though through both directories since neither of those types of items will have child items or "mod" slots to conflict with

gritty temple
feral dune
#

dude sick

gritty temple
#

Going live in a couple minutes

silk olive
#

On this update I am still getting base game textures for the new items even after clearing my temp files. I noticed the new items aren't listed in the assetReplacements.json. Could that be the problem?

gritty temple
#

you're totally right I forgot to move the file over to my main branch. I updated the github and pushing the update to the filebase now

#

Thanks for letting me know!

#

Pushed

gritty temple
#

Gphones in game now. Just gotta make the preview of them different so you can tell the gpx from the broken gphone better

devout ferry
#

Hey @gritty temple the tetriz was not intended to be a gameboy in case you care

#

It's an actual early tetris knick nack game in the same style you'd get out of like a happy meal in the 2000s

gritty temple
devout ferry
#

You mean like this one?

gritty temple
#

Mine was a lot more janky but yeah

#

Mine looked like a cursed gba mixed with that and had a flip up screen and the worst little speaker known to man

devout ferry
gritty temple
#

New leatherman I'm working on is tecchnically not a leatherman either

devout ferry
#

Yea that's close enough though

#

I guess I looked into your mod and just kind of went "Wait hold up that's a fucking gameboy"

gritty temple
#

it sure is

#

My ciggs are also not going to be the russian ones

gritty temple
#

before and after so far. Gotta do the left side now and the handles next

gritty temple
#

This one took a good amount of work to do. Went from 136k tris to 27k for the LOD 0

#

I did take away one of the tools since it was a file and had so much geometry that wouldn't be visible through texturing or modelling so I just removed it

#

Wireframe shot of both side by side

paper cargo
#

clean! did you retop by hand?

gritty temple
#

Yes I redid it by hand. I separated the elements and then go at them individually

gritty temple
paper cargo
#

respect. You're doing a great service joeSalute

gritty temple
#

Thanks!

gritty temple
devout ferry
#

It's a wonder you even do a lod 2 given I don't think anything in the game has anything more than a lod 1

#

But that's optimization for you, very nice

gritty temple
#

Its because I hit LOD 1 basically just past where the viewing window is and I set LOD 2 to hit as soon as you cant tell the changeover. I usually just do a decimate on the LOD 1 to get to the 2 so it only takes a couple of seconds to do

devout ferry
#

Ahh gotcha, that's nice

gritty temple
#

So on average LOD 1 is at 30% and I try and have LOD 2 at around 15%

devout ferry
#

And it wouldn't need any texturing beyond just making it the same color since it's not up close

gritty temple
#

Since I am throwing more Polys at peoples PCs I try and keep it as lean as possible

#

exactly

#

and with some models like this I dont really need to actually use a bitmap texture because of the metal look being able to be achieved without it so I can save the vram of not having to have that loaded

#

textures are so much more intensive on ram than geometry so I try and save on them where I can. Especially since the models I have with detailed textures have 2k diff so I have to balance against that elsewhere

devout ferry
#

Yea when I made the lod 1 for the redone M1a mags yesterday, it just fixes the angle of the mags so let me know if you want those, there was actually only a 512p texture for the lod1

#

And it was just the diffuse

gritty temple
#

Gotcha, Do you make your own textures too or do you just try and find ones that already have the textures done?

devout ferry
#

I do try to find ones that have textures already but if I have to make my own textures I'm like a neanderthal in a paint gallery

#

I can process textures and add personal touches to them but I'm fuckin useless doing them from scratch

#

I can recolor just fine for the most part though

gritty temple
#

I feel that. My motor is one of the only ones where I did the entire texture from scratch and it took me hours off and on to figure out

devout ferry
#

Yea with that my strategy would have been to make everything that is radically different a completely different model but the same material so that I can just mess with smart materials set to different model masks

#

But that one at least has no logos so it would be easier

gritty temple
#

Yeah what I did was go through and painted the masks for the different zones and set anchor points for each so when I needed to call back to it the mask took care of where it was being placed

devout ferry
#

You're referring to an ID map?

#

I think?

gritty temple
#

nope. here lemme share the file

devout ferry
#

Because ID maps make it easier, I just feel like separating the model is generally easier is all

gritty temple
#

I do ID maps for some models but I didnt for the motor

nocturne iglooBOT
#

That file extension is not allowed for mod developers! finger_wave
Allowed extensions: .png, .jpg, .jpeg, .webp, .gif, .mp4, .mov, .webm, .mp3, .wav, .json, .jsonc, .json5, .yaml, .yml, .txt, .log, .cfg, .mkv, .bmp, .ts, .zip, .dll

gritty temple
#

bruh

#

dm'd it to you so you can see how I did it all

gritty temple
#

@devout ferry This is what I was able to do for the LODs so Its only higher poly right up near it

devout ferry
#

Yea I gotcha, I've done lodding before as well I've just not felt the need to do it for weapon models

gritty temple
#

Because I am just doing a material and no texture as well the file size for this one is actually half of the original one even though I have the LODs and more geometry

gritty temple
gritty temple
#

LOD0: 49054
LOD1: 20715
LOD2: 1700

gritty temple
#

Option 1

#

Option 2

fierce cape
#

I have been waiting to try this out and now that its more than just a gpu I'm exited to try this out right now. This is amazing work, I wish I had the capacity to do this. at least the map modding thing you mentioned is what I want to do.

gritty temple
gritty temple
#

New MGT

gritty temple
#

New PowerBank

gritty temple
#

Updates might be a bit slower for a while. Working on upgrading almost 20,000 thin clients to new hardware and Windows 11 at work. Not getting too much time to mod atm

gritty temple
# gritty temple
poll_question_text

Which lion?

victor_answer_votes

25

total_votes

32

victor_answer_id

1

victor_answer_text

Option 1 (New)

gritty temple
#

Modelling for new corrugated hose almost done. Just doing some final optimizations and LODs then onto texturing. Hoping to get 0.35.0 released this weekend

gritty temple
gritty temple
gritty temple
#

New T plug WIP

gritty temple
gritty temple
#

2Chainz

gritty temple
#

WIP Military Cable

#

Wow that screenshot is balls.

#

Having HDR enabled monitors really fucks up the snipping tool for screengrabs

gritty temple
#

This is the new WIP military cable

#

the other one was not going to work out as well

gritty temple
gritty temple
#

New Lens

gritty temple
gritty temple
#

This will be my last update until 3.11. I will continue to get more items replaced but I want to have my mod ready day one for 3.11 and have a nice pretty new update for then as well.

gritty temple
gritty temple
#

Most of these models I am texturing at this point I do at 4k textures and downscale them for the current mod. In the future if tarkov actually became optimized or hardware could support higher res better then I can update these to even higher res than they already are.

gritty temple
#

Big brother is watching...

gritty temple
#

iz bullet

gritty temple
#

New OFZ Tank Shell

#

just not technically a russian one but I don't really try and copy exactly the assets that BSG uses

gritty temple
#

I am hard at work converting over my existing items to work in 3.11. I found that only some of them actually need to be updated to work with the new update. Currently I'm around 15/40 models updated

gritty temple
#

NEW VERSION RELEASE

https://hub.sp-tarkov.com/files/file/2558-tarkov-hd-item-rework-project/#versions

Added:

T-Plug

Raven

OFZ

Updated support to 3.11

NOTE: Currently some items are bugged with the item preview window where they look slightly transparent. I am looking into this and will post an update when I have it resolved. I have also currently not optimized all of the textures so there may be a slight performance hit on this update but I will optimize this for the next release.

If there are any other bugs you discover with this release let me know!

This is also compatible with 3.10 just need to change the package.json to version ~3.10.

gritty temple
# gritty temple
poll_question_text

What kind of assets do you like me making more?

victor_answer_votes

12

total_votes

15

victor_answer_id

2

victor_answer_text

Pooped right out of a blown up T-90

gritty temple
#

So little side project I am working on my first client side mod that allows you to set a custom preview image background

gritty temple
#

Getting closer. Having multiple instances of the background loading now.

gritty temple
gritty temple
surreal fog
gritty temple
surreal fog
gritty temple
#

So that is the plan. I just got the database to load now on scene load. The next things I'm tackling are being able to destroy and spawn assets into the map and have those persist. Once those features are in you could definitely make your own area.

surreal fog
#

Sick !

chilly tinsel
#

I never knew you could

gritty temple
#

you can't

chilly tinsel
#

oh I'm confused then

gritty temple
#

hold on

#

lemme make a quick vid to show

chilly tinsel
#

alright 👌

gritty temple
#

You can move the objects with this mod. But that is not an openable door in the base game. So in order to do what they want they will need to be able to spawn a door in that can be toggled to open. Modify the wall placement so there is an opening. And build in all of the assets to create a hideout area. But then they would be able to upload their custom hideout as a mod that uses my mod as a dependancy and none of that will take any coding knowledge to do

chilly tinsel
#

I suppose you could use the in-game hideout version of that door that you get on security level 3

#

so this mod lets you place down basically any map object am I correct? or well that's the intended purpose alongside other things

gritty temple
#

True, I just got the code working to load in the changes after you make them so the map can be persistent. The next things Im working on is the ability to spawn new items and delete items in the world. But then yes you should be able to spawn any map object. After that I will integrate the ability to spawn custom map objects and then people will really be able to get wild

chilly tinsel
#

oh man custom map objects huh

#

so you could put a model into the mods files and load it into the map you're on?

#

if so that's very cool

gritty temple
#

Yeah. Since the map levels are basically just scene files you could make a bundle of a new object and spawn it with my mod if all things go well. Then the database will load what things are changed with the map on start and you will get your custom map with custom assets. Don't like that theres a gate blocking a path? Change it. Want woods to be bigger? Add to it

#

There are a lot of unknowns with some of that though. I will have to figure out how adding in lootable spots can be sent to the loot pool for the game so other mods like Lots of Loot would still function correctly

chilly tinsel
#

Very cool, I'm looking forward to seeing it release, I'm assuming it's going to be on 3.11? I doubt you've got a 3.10 version in the works lol

gritty temple
#

yeah I'm just doing 3.11. Since this is now LTS until SPT 4 comes out I'm going ham on this version

chilly tinsel
#

fair enough

gritty temple
#

my hd mod works on both but I'm taking a small break on that to do this

chilly tinsel
#

well, hopefully by the time it's out, 3.11 will have enough mods updated for me to update to it

gritty temple
#

Since this mod will allow me to make HD assets for anything within the map

#

Since it is a version change from 2019 to 2022 I think it would be a bad idea for me to backport it too. That would fragment too much of things and would be a bad experience I think. Hoping SSH gets the sdk updated sooner than later so peeps can update their mods that rely on it

chilly tinsel
#

I'm curious how customizable this would be, would you be able to spawn in a map object that usually has no storage and give it storage? Or is that out of scope for this mod

#

I'm just wondering if you could turn a desk into a container for example

gritty temple
#

That is the challenge that I will try and see about. But I can't garantee that atm. If you made a custom desk asset that had a drawer opening animation you could probably make it function like a duffle bag or something and then spawn that asset in. Since the animations for opening and closing also trigger the looting for those assets afaik that would be a way to make an immersive asset. Here's the thing though. The modding community has been wanting map modding for years. AFAIK I will be the first to release a mod that actually allows this. So I would expect people to start experimenting with those things before too long. I'm kinda bringing people to the water. But I'm hoping the community goes nuts for mods afterwards. All the source will be published too so if people make a better version I will be all over it

chilly tinsel
#

Map editing for SPT will be quite interesting, especially seeing what mod authors can make with it

#

could bring whole new custom tasks for new areas, adding new boss areas possibly, using this map editor to create a stronghold for those boss areas

gritty temple
#

Exactly. I want to see mods from moxo, ERT, etc where map objects are changed. New modders coming in with different experience from other games and making bigger levels. Exactly. But also... Properly mod levels like streets to be further optimized or maybe add even more buildings to enter

chilly tinsel
#

I'm already kind of thinking in my head

#

like modders could use this to actually build locations for their traders for example

#

I'm also somewhat amazed that you've even managed to make something like this to be honest

#

but I suppose most things are possible with enough coding knowledge

gritty temple
#

Honestly. I am a shitty c# coder. 90% of this has been Claude 3.7 helping me. I know programming logic because I do python and powershell. And I know how to research bugs. With those things and my AI bud here I got this mod going. Also losing a ton of hair trying to figure shit out lol

chilly tinsel
#

trial and error is how most things get made after all

gritty temple
#

I don't have the willpower to dig deep into c# but if I can get things working to the point where the community takes off with it that's what I want. I do IT for a living. Not devops lol

chilly tinsel
#

lol, well I wish you the best of luck, I will make sure to keep looking in here at any updates you post

#

definitely looking forward to eventually updating to 3.11 for this, I'm just waiting for most of my mods to update before I do

gritty temple
#

Fair. My fika server is still running 3.10.3. I am hoping to have the beta release for this out by the weekend

#

I post all the GitHub links here in pinned messages and will upload to the filebase when it goes live too

chilly tinsel
#

hey maybe this weekend will be when I update then, to be honest the main thing I'm waiting to get updated is MOAR right now

#

Dewardian is on a bit of a hiatus or something though so

gritty temple
#

I get that. Being a modder in some ways has been more exhausting than I thought it would be when I started. Just trying to keepup and stuff. But ya know at the end of the day this is a pretty good community and I hope they come back soon

steady bough
gritty temple
#

Thanks man. I wanted to be able to do HD mods for map assets so I pulled a Thanos lol

chilly tinsel
gritty temple
#

Yeah. At some point I do want to dive into modding satisfactory as well. since it also uses bepinex but I just haven't finished my work here yet lol

gritty temple
surreal fog
gritty temple
#

oh

#

I was talking with my buddy and it recorded part of him saying as if

#

New UI

gritty temple
#

Got my first Item to spawn in from a prefab list. Decent way to go on getting that reliable. I also am working on reliably deleting prefabs. This has not been consistent in my code so far. I am also working on baking a unique ID to every existing object in each map to remove ambiguity on transforms when sharing the mod with other users.

gritty temple
gritty temple
#

I think I have baking being done better now.

      "PathID": "P427734578",
      "UniqueId": "P427734578+I2063509901",
      "ItemID": "I2063509901",
      "ItemPath": "_EditorDecalManager",
      "Children": [],
      "SceneName": "Factory_Rework_Day_Scripts",
      "Position": {
        "x": 5.837488,
        "y": 1.35390949,
        "z": 25.96082
      },
      "Rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "Scale": {
        "x": 1.0,
        "y": 1.0,
        "z": 1.0
      },
      "ParentPath": "",
      "IsDestroyed": false,
      "IsSpawned": false,
      "PrefabPath": ""
    },```
#

Reformatted the databases for the 6th time. I think this time the database is really close. Have basic spawning in. Going to integrate ripping of the asset so I can work on making all the map items into .bundle files to be able to import them back in as stock or modded versions. Have deletion working between loads and transforms are too. albeit theres some kinks to work out still.

chilly tinsel
#

looking forward to seeing this

gritty temple
# gritty temple
poll_question_text

Would you rather have my map editor...

victor_answer_votes

23

total_votes

24

victor_answer_id

2

victor_answer_text

Later with more polish

#

Pure unedited from loading the game. Hideout changes are also working. This is after essentially a massive rewrite from the last couple of days. This project ballooned in code and then I consolidated it back down to a working build. Work is continuing. Looking at avenues for exporting. Free cam. bundle loading work flows. Might also make one last slight change to how databases are being written to. And see if I can write to them off the main thread. It lags the game a bit if youre moving large groups of objects at once because youre saving all that transform data to disk at once. Maybe having it save deferred might be the solution too we'll see.

gritty temple
#

As a stress test I moved a chunk of pinewood and it saved all of the transforms

chilly tinsel
#

i do wonder if someone will take it upon themselves to optimize streets with this lol

gritty temple
#

In theory. Once I have spawning in. You could technically make factory accessible from woods.

#

So I have decided to remove the option for exporting objects from the mod. It is taking so much time to get consistent and ultimately that feature would put this mod in hot water. Since sharing BSG assets is bannable from the hub and such. So I am pivoting towards making sure there's a robust spawning system in place. I am also looking into the ability to load and unload scenes. If you need to rip game assets for a potential follow-up mod for this. AssetRipper works quite well.

gritty temple
#

The database is repeatable! The testing I just did showed that even if I delete the database and then move an object again. It gets the same ID again. This shows that I am actually hooking into the correct fields for generating these IDs and then "Hopefully" this mod will work in FIKA.

gritty temple
gritty temple
#

WEEKEND FINALIZED UPDATE

DONE

  • Database Implemented and tested
  • Moving and deleting objects working
  • Spawning custom objects working

TO DO BEFORE RELEASE

  • Fix why some maps are not applying the changes on load
  • Fix database pathing logic for custom assets
  • Fix built-in static objects not showing up in the spawn menu
  • Fix the menu selecting the right popup menu when I click the button
  • More testing
  • Add asynchronous functionality to the database transformations

POST LAUNCH UPDATE PLANS

  • Validate FIKA support including cooperative map editing.
  • Ability to load bundles from an online archive for mod teams to host assets in one location.
  • Stripped down player version that is just for playing modded maps not for editing them as well
  • Merge the dependencies from UnityExplorer so it is no longer required to be separately installed for the dev tool.
  • Allow scene loading and unloading (might work already but outside the scope of testing before release)
  • Free cam.
  • Click and drag assets.
  • Dev indicators for waypoints, paths, empties, colliders, etc..
  • Performance optimizations around moving large numbers of assets and loading times
  • More

Most of the Fix things can be done in patches. The most important thing to get right is the database. The last thing I want to do is change that post launch and have people's modded maps break.

If you are a C# developer/modder and would like to contribute I could sure use the help. DM me and we'll figure out something. I can offer your name in the credits and a cheese sandwich. Maybe a gold star and pat on the back. Otherwise this is a me project. I am actively working on convincing my company to create a new subsection of SecOps and hire me for it so I am quite busy at work. So some of these things will take a while potentially.

gritty temple
#
    "P474174826+I1912458953": {
      "UniqueId": "P474174826+I1912458953",
      "PathID": "P474174826",
      "ItemID": "I1912458953",
      "Children": [
        "P1542620779+I376956847",
        "P1652579069+I2132016690",
        "P1652579070+I1099252356"
      ],
      "SceneName": "CommonUIScene",
      "Position": {
        "x": -1.12945,
        "y": 1.334213,
        "z": 0.6877763
      },
      "Rotation": {
        "x": 3.33008146,
        "y": 32.76008,
        "z": 1.04764158E-05
      },
      "Scale": {
        "x": 1.0,
        "y": 1.0,
        "z": 1.0
      },
      "ParentPath": "",
      "IsDestroyed": false,
      "IsSpawned": true,
      "PrefabPath": "bundle:bundles\\barter\\junk\\wrench.bundle",
      "ObjectPath": "Wrench_spawned",
      "ObjectName": "Wrench_spawned"
    },

Snippet of how my database is saving and handling custom bundles.

#

I'm still going to change the Unique ID to be more than just the path ID+Item ID. Not quite sure how I want to go about this. Whether using mongoDB hashes or what. Ultimately I want it so that the items are primarily only edited in game and not through the database directly. But where you can find and tweak the database manually if needed.

gritty temple
#

So status update. I'm working on my mod again! Had a motherboard die and took me offline for a bit. Refactoring some code around and well... Turns out there's some Ram optimizations that are in order. If I delete half of the items in customs then the ram of the game skyrockets to around 78GB. Now I'm no rocket surgeon. But that probably shouldn't be happening.

gritty temple
#

PulledP0rk's fresh nuggz

#

Changed the title since I have more than one mod in heavy development now

#

I will continue on the HD Rework after my map editor mod releases.

gritty temple
dire talon
#

Keep up the great work bro))

devout ferry
#

That's awesome

gritty temple
#

Just as an update:

I have gotten to this point of my map editor mod by exclusively using AI to help me code in C# since I didn't really understand the language. I have decided to pause further development for a little bit and actually learn how to code in C# before continuing. I have experience in python and powershell so I should be able to pick it up without too much issue. But relying on LLMs has made it where I haven't really learned much on what my code is actually doing when things break. With a project this involved I can't have that happening. So into the depths of despair I go... Peepo_Run

ember ridge
#

Just wanted to say, you sir. Are doing God’s work. Bless you.

gritty temple
#

'ppreciate it!

woeful viper
flat pike
#

I had no idea something like a fuggin MAP EDITOR was in the works 🤯 Started running your HD Item textures and they're fantastic, I had no idea how much you were really cookin! LEGEND 🍻

gritty temple
#

Thanks man!

#

I've had to take a break for a bit. Busting ass at work. But I plan to pick it up again soon!

gritty temple
#

shh don't tell anyone

I'm back

gritty temple
#

Thinking about having two releases of my HD rework mod. A lite one that targets less vram. And a heavy one that will have bigger textures and better detail. I'm thinking for the lite one it's target is 8gb vram and below. And the heavy for 8gb and up.

Thoughts?

raw obsidian
#

Sounds good

chilly tinsel
gritty temple
flat pike
# gritty temple Thinking about having two releases of my HD rework mod. A lite one that targets ...

I like this idea tho I'd hope the gulf between versions wouldn't get too too wide. I have 12gb vram, would be a little dissapointing to get stuck using the sub 8gb version if the higher vram version gets to a point of like 24gb or gtfo 🤣

I wonder if it'd be at all feasible to have a cohesive naming schema or format for the files between each? So peeps could download both, and copy some of the higher res options over to the lower res or vice versa without you having to maintain more than 2 versions? Would let peeps kinda balance the vram requirements themselves based on the amount they have available & pick which hi-res textures are more important to them

gritty temple
# flat pike I like this idea tho I'd hope the gulf between versions wouldn't get too too wid...

To your first point I plan to finalize that mod with the barter items and I I think trying to make it around the 12GB max would be feasible. Making higher res other things than barter items I will separate into different mods to allow more picking and choosing.

To your second, that is also how I plan to do it. They would have the same exact names in the files so you could just override whatever items you want with the higher or lower version. Want a crazy detailed defibrillator? Just drag it over from the other mod. Doing this would allow me to throw some ultra models out there too as options. Where people are given the choice instead of me choosing the best balance for everyone.

flat pike
#

Sounds awesome! Thanks for all the work going into the textures, the ones already available look killer! Can't wait to see what else you cook up 🍻

gritty temple
#

29 items in my WIP folder. Some of them listed here

gritty temple
gritty temple
gritty temple
gritty temple
#

No new items yet

violet shell
#

Thanks for the nice mod and hope adding new items

tender turret
#

hopefully i remember in the morning to download this

gritty temple
#

Might still be up Gotchu

gritty temple
#

Lil guy is coming together

gritty temple
#

Been teaching my buddy how to model. Made a lil box

tender turret
#

any plans to update to 4.0?

gritty temple
#

Yeah, is it out?

median belfry
gritty temple
#

Oh shoot. Gotta get to work making the mod in c# now

gritty temple
#

Started working on coding for 4.0

tender turret
#

yessirrrr

gritty temple
#

Initial compile loaded. Nothing fancy as its just mainly copying from the examples. I'm not using AI to help me code this so I actually have to learn c# lol

gritty temple
#

Added into my HD mod the ability to redo locales. So I can have the descriptions and names match the items. This will give me a bit more freedom in terms of art style and direction

#

Also escape from Duckov is 🔥

chilly tinsel
#

I bought it, then refunded it because i realised i bought it as a joke

#

either way

#

it is complete fire

gritty temple
#

I low key have been playing it more than battlefield 6

#

I cranked it to extreme difficulty and have just been vibing after work

gritty temple
#

https://forge.sp-tarkov.com/mod/1896/tarkov-hd-item-rework-project

Mod updated to 4.0 No items added in this release. The ability for me to set custom locales is added in too but I haven't added any yet. More work to do before then.

gritty temple
#

First model being remade for the Ultra and Extreme versions of my Mod

#

Baked the details into a normal map and have taken the geometry down to 1488 tris total from the high poly of 155k

#

Removes the need for loading multiple LODs to this model and preserves all the data. Exported 16bit 8K textures so I can down scale from that point to whatever resolution is needed

#

ENHANC

gritty temple
#

I dont have a way to export in 16k yet 🥵

#

8k is technically the size billboards are made at on the sides of highways lol

chilly tinsel
#

Man, i cant wait to play with 8k textur-

#

Either way this is very cool

#

my computer would literally die if I tried to use it but its very cool

gritty temple
#

I'm splitting the mod into 3 downloads, regular, Ultra and Extreme and Mip map streaming will be a requirement most likely on the Extreme ones.

#

But the optimizations I'm making here will allow me to have the regular one have an even smaller footprint on vram. Not zero, but less bad

chilly tinsel
#

Ill be looking out for it then, no harm in trying it once it shows up

gritty temple
#

Goal is:

8GB cards → standard
12-16GB cards → Ultra
16+GB cards → Extreme

gritty temple
#

holy shit that bitcoin is 82MB at 8K lol

#

the bundle size that is

gritty temple
#

Changed up the skull look. Got a bunch of alphas for Mayan and Aztec designs to get my receiver looking how I want. This is a slow process for sure

arctic niche
#

the aztec engraving is looking crisp

gritty temple
#

Full weapon including magazine

#

I am giving it the donger grip too

arctic niche
#

fuck yeah

#

if you're going with the aztec theme, you COULD use some "obsidian" inlays like the macuahuitl

arctic niche
#

you know what, nah

#

light bleed upon equip

gritty temple
#

What I was thinking was inlaying obsidian looking gemstones to link to it without actually being too separated from the factory type receiver

arctic niche
#

just make them cubes

#

blocks of minecraft obsidian

#

wait - fresh nuggs... pulled pork...

#

i just had the most unhealthy idea of all time

#

nuggets of pulled pork, rolled into balls, battered and deep fried

gritty temple
arctic niche
#

mmmmm crazy idea but you know the horizontal holes in the AK foregrip

#

what if the jewels were inlaid into that

gritty temple
#

Hmmm. I'd have to look more into how I could do that. I think it would be possible. The modelling is easy but I would want to make sure that the part could work on the real firearm if added. Keeping some semblance of accuracy

arctic niche
#

that's entirely understandable

#

it would be funny if there were a 1 in 300 chance that the muzzle pressure sends a shard of obsidian through your left hand blacking it

gritty temple
#

I could also do obsidian gemstones as the stippling

arctic niche
#

very neat

gritty temple
arctic niche
gritty temple
#

I need to still do some work on this model before I can move onto the next parts but overall this is the main look it's going to have. Some coloring changes to get the gold just right and to make sure the different steels inside look right

wise wharf
#

actually beautiful

gritty temple
#

Thanks!

arctic niche
#

this is looking phenomenal

#

i just have one constructive criticism and that's the wear pattern on the details

#

there is none

gritty temple
arctic niche
#

you have a good philosophy

#

it's always easy for another mod author or even just a rando to go "this bad, need work"

#

i have 0 skill in this 3d stuff

gritty temple
#

I've found if I start worn out it makes adding original details harder for me to visualize and allows for changes in design. This is the 6th iteration on making the pattern and doing that first really makes it easier to be adaptable

arctic niche
#

you're entirely correct - i'm viewing this as an end product and not as a WIP

gritty temple
#

Understandably, for reference this is all of the layers that make up everything on the main receiver that isn't the rear croc

arctic niche
#

damn son

#

or should i say

#

damn sun

gritty temple
#

Alternate color theme

median belfry
#

Insanely cool

gritty temple
#

Stock is going to be a lot simplier I think. But as I get things back in blender I'll be able to make the other items more cohesive

arctic niche
#

you going with poly or wood?

gritty temple
#

Wood most likely, Need to add it

arctic niche
#

any thoughts as to the breed

#

breed? type?

#

of wood

#

oak, mahogany, birch

gritty temple
#

Walnut with a very dark stain I think

arctic niche
#

we talking like minwax dark, varathane dark walnut dark

#

really just picking your brain though

gritty temple
#

So walnut for grain pattern but closer to a black stain so it looks closer to the color pattern above

arctic niche
#

oh very nice

devout ferry
gritty temple
#

Thanks!

gritty temple
gritty temple
#

Still a lot to do with texturing but the gun is in!

wise wharf
#

+100000 ergo

gritty temple
#

Only if you're wearing a cowboy hat, aviators, and a flannel shirt with jeans

#

And the mustache

arctic niche
#

she needs some normals eh?

gritty temple
#

Yeah, the way I was blending the gold and steel was not working right and so I have to do some more tweaking

arctic niche
gritty temple
#

GOLD baby

arctic niche
#

NEW META