#PulledP0rk's fresh nuggz
413 messages · Page 1 of 1 (latest)
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
This is SHINY
FIREEEEEEE
🔥🔥
Thanks!
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?😭
I have an RTX 4060 8gb card and it eats the entire VRAM
for some reason
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
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
That sounds already better optimized than the base game🤣 you are doing such amazing work!💪
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
Tarkov eats on medium about 6gb VRAM
and on high it eats about 8gb approxiamately
it kinda doesnt make any sense that this game eats almost more than 8gb VRAM, its an 8 year old game almost.
I wonder whats the texture size really...
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
Ok, im not surprised why some items might just fail loading in.
with the icons
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
Love watching this project grow, keep up the great work!
well the devs dont know how to optimize the game
Thanks!
I would mucn rather see them combine customs woods and factory into one map than another streets expansion imo
the recent Customs is so unoptimized rn, it's quite unlikely that we will see it recently
I haven't played it yet but that doesnt surprise me. Didnt they add like 3 buildings?
they added some new areas too yeah
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
23K tris down to 739 before being culled
9.8MB bundle size down to 3.1MB
and better shading implemented. Total of 3 LODS present and optimized texture size
i was literally just thinking about the motor model, very very nice work
Thanks! I have 3 more models to get LODs done for and then I should have my new version published. Hoping to get it out tonight or tomorrow
New Jammer
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
https://hub.sp-tarkov.com/files/file/2558-tarkov-hd-item-rework-project/#versions
NEW VERSION RELEASED
Working a bit on a little side project
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.
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
Gotcha, thanks! I'll add it my personal client first and see how it goes from there
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
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
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
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.
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.
@gritty temple
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
as those are things we cant easily unload
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
Can confirm. Just tried it. Made a txt document and named it the same as the bundle with the .bundle extension and game loaded just fine
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

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
Yeah I suppose so, although it's moreso the guns that would cause a mess I think with their animations 
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
I have also successfully modified map files without a mod. https://youtu.be/lc3nNFScD50?si=wcabBxPC-R3T6gPn. I could probably go through them are rip most of the stuff out of the maps so there's almost nothing the actual headless client is actually rendering. As long as you leave in the collision for the AI paths I can't imagine why it wouldn't work still.
Nothing makes me feel dumber than quaternion coordinates
dude sick
Going live in a couple minutes
NEW VERSION RELEASED
https://hub.sp-tarkov.com/files/file/2558-tarkov-hd-item-rework-project/#versions
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?
Hold up. Lemme go check to see if I borked it up
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
Gphones in game now. Just gotta make the preview of them different so you can tell the gpx from the broken gphone better
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
Yeah, Some of them I am putting my own flair onto them. I actually had a very similar tetris toy as a kid
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
New leatherman I'm working on is tecchnically not a leatherman either
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"
before and after so far. Gotta do the left side now and the handles next
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
clean! did you retop by hand?
Yes I redid it by hand. I separated the elements and then go at them individually
If you notice there are a few spots where it's not all quads but since it's going to unity where it's all Tris anyway I didn't worry too much about it
respect. You're doing a great service 
Thanks!
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
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
Ahh gotcha, that's nice
So on average LOD 1 is at 30% and I try and have LOD 2 at around 15%
And it wouldn't need any texturing beyond just making it the same color since it's not up close
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
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
Gotcha, Do you make your own textures too or do you just try and find ones that already have the textures done?
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
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
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
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
nope. here lemme share the file
Because ID maps make it easier, I just feel like separating the model is generally easier is all
I do ID maps for some models but I didnt for the motor
That file extension is not allowed for mod developers! 
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
@devout ferry This is what I was able to do for the LODs so Its only higher poly right up near it
Yea I gotcha, I've done lodding before as well I've just not felt the need to do it for weapon models
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
NEW VERSION RELEASED
https://hub.sp-tarkov.com/files/file/2558-tarkov-hd-item-rework-project/#versions
LOD0: 49054
LOD1: 20715
LOD2: 1700
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.
Thank you! It's come a long way since then for sure. Don't sell yourself short. I hadn't used blender in years before starting this project and some of the other tools I never touched before either. I am in IT so I guess I have the mindset for troubleshooting but if you have an idea for a mod don't sell yourself short 
New MGT
New PowerBank
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
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Which lion?
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Option 1 (New)
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
Textured
NEW MOD RELEASE
https://hub.sp-tarkov.com/files/file/2558-tarkov-hd-item-rework-project/#versions
Added:
Spark Plug
MGT
PowerBank
Corrugated Hose
Light Bulb
Fixes:
Changed the Bitcoin texture to appear more metallic. (Might still adjust in the future)
Changed the Bronze Lion to reflect a more accurate bronze texture.
New T plug WIP
WIP Military Cable
Wow that screenshot is balls.
Having HDR enabled monitors really fucks up the snipping tool for screengrabs
This is the new WIP military cable
the other one was not going to work out as well
NEW MOD RELEASE
https://hub.sp-tarkov.com/files/file/2558-tarkov-hd-item-rework-project/#versions
Added:
T-Plug
Silver Chainlet
Golden Chainlet
Military Cable
Camera Lens
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.
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.
Big brother is watching...
New OFZ Tank Shell
And yes it is based on an actual one:
https://www.stvgroup.cz/en/product/ammunition-30x165-mm-6
The 30x165mm AP-T round is used to penetrate the armour of enemy equipment where it exerts kinetic energy....
just not technically a russian one but I don't really try and copy exactly the assets that BSG uses
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
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.
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What kind of assets do you like me making more?
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Pooped right out of a blown up T-90
So little side project I am working on my first client side mod that allows you to set a custom preview image background
Getting closer. Having multiple instances of the background loading now.
WIP Map Editor Mod
Is it possible to create a Hideout behind the ZB011 door with this ?
Are you talking like "The" hideout? Or just a lootable area?
Lootable area that we could use with leave it there and confort home
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.
Sick !
you can open that door?
I never knew you could
you can't
oh I'm confused then
alright 👌
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
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
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
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
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
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
yeah I'm just doing 3.11. Since this is now LTS until SPT 4 comes out I'm going ham on this version
fair enough
my hd mod works on both but I'm taking a small break on that to do this
well, hopefully by the time it's out, 3.11 will have enough mods updated for me to update to it
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
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
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
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
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
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
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
trial and error is how most things get made after all
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
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
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
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
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
You went from server configs to client crazy dude keep it up.
Thanks man. I wanted to be able to do HD mods for map assets so I pulled a Thanos lol
Yeah nah i get it, i had my stint of modding for the fallout community and it burns you out quickly
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
New selector
Zif ?
what?
oh
I was talking with my buddy and it recorded part of him saying as if
New UI
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.
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.
looking forward to seeing this
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Would you rather have my map editor...
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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.
As a stress test I moved a chunk of pinewood and it saved all of the transforms
Finally, we can destroy streets
i do wonder if someone will take it upon themselves to optimize streets with this lol
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.
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.
Custom Bundle spawning is in!
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.
Demo of persistent spawned item
"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.
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.
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.
Got the Free Camera working in game now
Keep up the great work bro))
That's awesome
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... 
Just wanted to say, you sir. Are doing God’s work. Bless you.
'ppreciate it!
I need this now so I can add a jukebox with music playing in the hideout. Really cool mod!
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 🍻
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!
shh don't tell anyone
I'm back
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?
Sounds good
Would definitely make it more accessible for people with cards that are limited with vram
Funnily enough that is what my current releases target. So this would open it up to the higher end and I could clamp down on a few things even harder for those lower end users
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
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.
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 🍻
29 items in my WIP folder. Some of them listed here
https://forge.sp-tarkov.com/mod/download/1896/tarkov-hd-item-rework-project/0.43.1
Fixed some textures that were not loading correct. Validated functionality for 3.11.4
No new items yet
Thanks for the nice mod and hope adding new items
hopefully i remember in the morning to download this
Might still be up 
Lil guy is coming together
Been teaching my buddy how to model. Made a lil box
any plans to update to 4.0?
Yeah, is it out?
4.0 is released, yes
Oh shoot. Gotta get to work making the mod in c# now
Started working on coding for 4.0
yessirrrr
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
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 🔥
I bought it, then refunded it because i realised i bought it as a joke
either way
it is complete fire
I low key have been playing it more than battlefield 6
I cranked it to extreme difficulty and have just been vibing after work
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.
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
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
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
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
Ill be looking out for it then, no harm in trying it once it shows up
Goal is:
8GB cards → standard
12-16GB cards → Ultra
16+GB cards → Extreme
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
are you adding engraved grip/stock/pistol grips as well?
the aztec engraving is looking crisp
fuck yeah
if you're going with the aztec theme, you COULD use some "obsidian" inlays like the macuahuitl
Ooo I like that idea
i'll need to do some... reading. the second thought i had was "man, that'll cut the shit out of my hands if i pick it up"
you know what, nah
light bleed upon equip
What I was thinking was inlaying obsidian looking gemstones to link to it without actually being too separated from the factory type receiver
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
It is healthy. Healthy for your soul
mmmmm crazy idea but you know the horizontal holes in the AK foregrip
what if the jewels were inlaid into that
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
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
I could also do obsidian gemstones as the stippling
very neat
reminds me entirely of this tbh
They'll never know regret
literal sparkly claymore
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
actually beautiful
Thanks!
this is looking phenomenal
i just have one constructive criticism and that's the wear pattern on the details
there is none
My design philosophy is to start with how it would look as being perfect from manufacturing and then add wear. The wear and tear will come in closer to final revisions with the color and other materials set in place
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
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
you're entirely correct - i'm viewing this as an end product and not as a WIP
Understandably, for reference this is all of the layers that make up everything on the main receiver that isn't the rear croc
Insanely cool
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
you going with poly or wood?
Wood most likely, Need to add it
Walnut with a very dark stain I think
we talking like minwax dark, varathane dark walnut dark
really just picking your brain though
So walnut for grain pattern but closer to a black stain so it looks closer to the color pattern above
oh very nice
This should help you with the wood, it's a great article:
https://80.lv/articles/sks-hard-surface-texturing-in-weapons-art/
Thanks!
That is an amazing article. The way they start from a base and work their way up is very in line with my workflow but they show techniques that I haven't used before. Going to be a good challenge.
Still a lot to do with texturing but the gun is in!
+100000 ergo
Only if you're wearing a cowboy hat, aviators, and a flannel shirt with jeans
And the mustache
she needs some normals eh?
Yeah, the way I was blending the gold and steel was not working right and so I have to do some more tweaking
it feels very flat, like it was silkscreened on
