#Reclamation Mod Project (and other misc. mods)
1 messages · Page 4 of 1
idk bro
If I get the sdk project set up with the meshes I can test different stuff but anecdotally speaking with Virtual Desktop wireless connection on quest 2, the fidelity is not super sharp
honestly i dont recall but are all glow sights in the game red? if not what weapons have red glow sights?
All glow sights are not red in the game🗣️
Grach pistol from remains item mod has red glowsights
nah he just means some premade emissive mats i made
Reclamation project winter edition for Christmas pls 🙏
can't say im a fan of winter or desert mods
hurts my eyes the same way vanilla does
clean
there will be some fire vfx and shit
settings music for my game
are you still searching for the spawn jump sound?
technically yeah but not actively
why, you find it?
i found it in itr 1.0
oh wow
yeah its in 2.7 files
you may have cracked the code
damn, i really need to work on music today, but reclamation project might be getting a tiny update lol
bruh i might actually be able to call my mod complete after this change 🙏 😭
you dont like the spawn jump sound that much?
hate it
honestly reclamation project started because i had like 10 nitpicks, and by the time i covered most of them i just said fuck it and kept going
the crappy grass/foliage, the food 3d models and textures, the sounds of entities, and less contrasted and overall more color graded landscapes
- the workbench/shelf texture
might change seeker sounds so they're unique from fragments
got a shit ton of sfx design inspiration that is going to bleed into next month
That would be great, it’s really hard to distinguish them on sound cues when focusing on other stuff
blame the devs for that one 
man destroyer 36 hates my squelch
What?
Are you talking about the spawn sounds?
Why is it worded like that
seemed funny at the time
it really is a squelch though
spawns have always seemed squelchy to me
yknow?
this doesnt sound like a jump sound
this sounds tuff
idk what i'd use it for since its long af
it makes more sense when you hear it in action
spawns just kinda throw themselves around and wriggle so i mean
sounds like the vanilla sound when the spawn hits you
but having more sounds
yeah i dont hate the spawn sounds
i think its cool to use the original sounds as layers in my new stuff, i usually hide them
remove frequencies, pitch them down, add processing
started making songs in music 2000
i can only imagine that this is older than 90% of the people reading this
My born in 2000 brain cannot comprehend
And I thought I was Unc status
i have 12 nieces and nephews, im literally unc
I think I'm technically unc🫣
what does that mean
from what i understand unc = uncool
damn, i've always heard it used ubiquitously with "pushing 30"
nah unc is old person or uncle ofc
18+ is unc nowadays👶
I think the reality is that children think they are adults when they are in fact, not
enjoy your youth while you got it tho my back hurts
The solar complex stage theme for free-to-play platform fighter Beast Cut, releasing May 2nd 2026.
hard
if i were to ever to make reclamation mod 2, i'm interested in hearing what people think need to be "overhauled" about that game
make everything grey and green instead of brown and orange🤩
I love the fact that it’s green and more alive for me. Since it’s so enjoyable, I can’t really see anything that should change. I’m not a fan of winter mods
I would only prefer the vanilla enemy sounds “voice lines” for the spawn, phantom/fragment and seeker as an option.
just ask frenzyc or contextmaker to do that. that's up their alley
i'd assume it wouldn't take very long
(if you were wanting that to be made in a timely manner... i wont be playing itr2 for a bit)
It was just a suggestion. 🙂
gonna go back and remix all the ambient tracks one of these days, could definitely clean it up a bit
also finally change spawn leap sound, maybe amp up slider teleport to be more terrifying, and also the seekers frickin' laser beam sound
then pick up my mimic changes afterwards
@slim gazelle do you still have itr1.0 installed
this question might not apply to it specifically but im looking for another obscure sound
i do not and what is the sound?
when the seeker damages you?
ye
the second cue where the laser sound is located alludes to the A_SFXHit_ sounds being the impact ones, but they're not
replaced em all, did nothing
Content/Sounds/WaveCue/CTR/ZombieAttack is where the seeker laser sounds are located at least
Cue_ZombieAttack_B13-18 being the lasers
the seeker doesnt make sounds when firing the lasers i think
it does
quietly
there's a sound for the beam and the impact on the explorer
vanilla sounds
probably wont replace seeker sounds unless i can find which impact sound it is. its so goofy sounding
this one?
same folder as the spawn jump sound
i kind of figured
thats why i asked about 1.0
you get an official credit on the mod page
awesome🤩
i think your mimic mod is linked on the page also already
this is the general sound for being shot though huh
looks like im about to make getting shot a big ouchie
looks like Cue_Impact_Blood is the impact cue
making a new seeker aggro sound and cue
also adjusting fragment aggro so it isnt very sub-bass heavy
You know, you should apply for mod master role sometime soon.
didnt know you needed to apply for it
nah just ask a mod
meh
also been looking for seekers head-beam impact sound (which is the getting shot impact sound i believe) is there anyway to locate the bp and impact from sound from that?
sure remind me sometime
tbf if i find this seeker impact sound i might go ahead and just touch-up on all the entity sounds to make everything sound more complete
mimics and all
prolly release all the audio stuff separately as well
@slim gazelle @vital fractal i've got the mimic mesh edits (draft) finished if either of you two could load it up in the sdk to cook it for me sometime
figured i'd ask you mandestroyer since it uses your mesh edits anyways
theres something wrong with my itr1 sdk i think
because ive tried multiple times to package anything in it and like 4 out of 5 times it never finishes packaging
uh oh
half of the reason why i switched temporarily to modding itr2
fair enough
cant decide if i should port some of my skins to 2 or do some original stuff
ok
what is the prefered format? the blend file?
fbx probably
thats how i exported my mimic meshes
idr if i changed anything when importing yours in relation to modifiers or not
Is Leonardo Da Vinci really dead?
for over 500 years
anyone is welcome to weigh in on extras
@vital fractal think you could see whats up with my mimic mesh changes sometime today? no rush since i see you're gaming
ye just send them
ill deal w em later
maybe add like 1 shelf by dividing that large one in half?
tactical
tactical*
yo i just realized the spokes up top
horizontal rifle rest incoming
lookin spiffy
Oh yeah, it's all coming together
store all my ammo by the fireplace for maximum fun :)
insert cool playtesting screenshot here
Congrats on getting Mod Master status btw, you definitely earned it.
late night insomnia thought: considering doing another image compression pass over reclamation so i can increase the resolution of the ground textures
wym like
upscale them?
increase compression and upscale
haven’t touched the mimics yet ive been a fool sorry
nw, not in any real rush
id imagine draw calls on textures are the last on the line of gpu hits with this game
trimming margins still matters, imo
I noticed a possible small error tonight. I planted the bomb for The Intrusion and there was no beeping.
I thought I made a separate save at the time but I think I saved over it. Whoops. Can go back later and test it with and without the mod for proof if that would help.
no need
going to put the weapon locker on hold and do some audio backend fixes
@vital fractal i'm assuming all the sound assets (attenuation, curves, sound classes, etc) are all loaded in your sdk
its likely going to be an incredibly slow process but i might migrate reclamation to the sdk shrug
actually, go ahead and test it, as far as i'm aware my mod doesn't touch the beeping at all (unless it references a sound i changed instead of having its own)
cues are still cooked but you can dupe them fine and just rename them
well, good thing I went back and double checked because I have been unable to reproduce the bug, it must have been some sort of freak occurrence because it beeps just fine now
i have bigger things to worry about atm all good
kind of want to replace the triangle artifact (spring) with another artifact but i'm not really sure which one would fit
admittedly i had to compromise on the design to keep the tris low
Turn the triangle into a similar shape or turn it into an anomalous triangle that changes the shape from the triangle… maybe… possibly🤷🏻♀️
all the artifacts are stalker inspired
What about harp?
thats already in the mod lol
all good
its the screamer
tbh someone requested the spring artifact on reddit, but it was hard to adapt to the game and keep low poly
Rebaking the LOD of all the buildings might be possible
to remove texture popin on brick buildings etc
think i started too many projects at once
mood
Why do I see a blueberry cookie
@slim gazelle edible artifacts when
never👹😨😈😢💔😭🥹🥀😔
#dang
@lyric maple @slim stag basically done
couple tiny uv edits i can make, then i'll generate a new orm
Very nice. Are you aiming for a replacer, or a standalone?
there is 0 reason to add new armors
honestly there's really no reason to add new armors or weapons at all
aint seeing shit
you can aim just fine
isnt ratnik broken af
yes
fair
whole thing is like
helmet but no see
but then you can just buy ratnik armor and helmet for more defense
and see
seeism
oh do you mean because of altyn
yeah
stalker really just seems so dated now with all the mods that came after
it would make more sense if it cost more
i mean
not really any gameplay mods to that extent
im really just not a fan of the mod at all so idk
i wouldn't mind doing a complete rebalance of the game but i'm really in no rush to do that unless i'm adding custom items alongside it
grunger approved
making simple collisions for the weapon locker redesign, complex collisions definitely don't help performance when using chucks and r3mains custom items
wow making it with cubes in blender is so much easier than collision shapes in ue
1⃣ im interested
2⃣ not interested
3⃣ the replacers are fine for me
@vital fractal is this the proper method of binding the objects to the tracks for the unfilled level sequencers
completely missed the sequencing howto chuck made
so i don't have to rebind the assets at all, they're just referenced and fine as long as i follow the 3rd steps of his howto?
theyre already referenced to eahc indivdual map
hold on
i can send you newer ones idk if those are all proper
i see
@vital fractal do you think the blueprint for the object interaction masking could be C_OverlapHighlit in bps/game/components
i can look
id imagine it would just be a thing in the main item class
i remember seeing something somewhere
bad news
or at least thats for dropping but maybe its for picking up
probably
wait i see
its for when youre trying to grab it right
yes
nah its for the holders
ah
its a scalar param value that gets set dynamically
I fought a harvester for this and damn does it look pretty
fun
thinking about adding a custom logo for reclamation project to the main menu
Reclamation Mod Project (and other misc. mods)
slight "rebranding" to the channel, its less dedicated to reclamation project as a whole, but any mod i publish
alright to get right into my rambling about the simple collisions before i record a video (likely during the weekend)
Here's the documentation for Unreal Engines static mesh pipeline, which serves as the primary resource of information, alongside the only technical pre-requisite to the tutorial I'll be creating.
As per the Unreal Engine 5.6 Documention subsections -> Working with Content -> FBX Content Pipeline -> FBX Static Mesh Pipeline:
Simplified collision geometry is important for optimizing collision detection in-game. Unreal Engine 5 provides basic tools for creating collision geometry within the Static Mesh Editor. Some circumstances, though, are best handled by creating custom collision geometry within your 3D modeling application and exporting it with the render mesh. Generally, this is true for any mesh with an opening or concave area that objects need to not collide with.
For instance:
Doorway meshes
Walls with window cutouts
Oddly shaped meshes```
"RenderMeshName" must be identical to the name of the render mesh the collision mesh is associated with in the 3D application. So if you have a render mesh named Tree_01 in your 3D application, your collision mesh should be in the scene with that mesh and named UCX_Tree_01, and then exported along with the render mesh to the same FBX file. If you need more than one collision object for a mesh, you can extend their names with further identifiers, such as: UCX_Tree_01_00, UCX_Tree_01_01, UCX_Tree_01_02, etc... and they all will be associated as collision for that mesh.
Currently, spheres are only used for rigid-body collision and Unreal's zero-extent traces (e.g. weapons), not non-zero extent traces (e.g. Player movement). Also, spheres and boxes do not work if the StaticMesh is non-uniformly scaled. In general you probably want to create UCX primitives.```
Once your collision objects are set up, you can export both the render and collision mesh in the same .FBX file. When you import the .FBX file into Unreal Editor, it will find the collision mesh, remove it from the render mesh, and turn it into the collision model.
Breaking up a non-convex mesh into convex primitives is a complex operation, and can give unpredictable results. Another approach is to break the collision model into convex pieces yourself in Max or Maya. [Or in our case, Blender.]```
And how does Simple Collider apply to this process? Well, it's a humongous quality of life addon for Blender collider creation. It simplifies the process of creating mesh colliders by offering various options to suit your needs as well as many options to control e.g. automatic pre-fix renaming based on the type of collider it is, and the engine it's for.
This is a huge upgrade when compared to unreal engines static mesh interfacing and tools, which are rudimentary at best, and cumbersome or nearly unusable at worst. Blender, out of the box, allows for much more complex object manipulation, and has an easier to learn interface. Simple Colliders expands on that with the options it adds for collision generation.
SM_Props_Teapot_01_b was selected as the object for demonstration purposes. There are many objects in the games with unique, asymmetrical topology, and therefore requires a more tactical approach.
Luckily, this teapot has symmetry, and thus we can use that to our advantage when generating collider shapes for what would otherwise be concave objects or surfaces.
Referring back to the image in #1452184807818657965 message it explains that a convex object can be any completely closed convex 3D shape. This can be applied to the workflow in any number of ways, but in this situation we'll duplicating the teapot object data, breaking down the various shapes, and then further separating each shape into various convex hulls.
Many of you know this already, but when in Edit Mode and having the Select Mode: Face option selected, you can use the L key to select linked faces of the object for easier selection.
If the object doesn't allow for easy selection, as it was separate and rejoined, then you can press the C key to create a "brush" to highlight faces with mouse click. You can use your middle-mouse click to deselect faces, and right click to cancel this tool.
Once you have your faces selected, you'll press the P key to activate Separate. You'll press the Selection option to separate the objects based on your highlighted faces.
Now, we've got one the separated object we just highlighted, with the other objects hidden.
Here would be a good point to introduce the simple colliders tool for demonstration purposes - go ahead and download the addon from the github release section. You can drag-and-drop the downloaded archive directly into Blender to install and enable the add-on.
To confirm the installation, you'll need to go to Edit -> Preferences in the Blender taskbar, and then click the Add-ons there you can search for the addon Simple Collider and you should see this:
Go ahead and click the > to expand the add-on options.
Go ahead and click the UE-default preset, and then look for the Use Replace Name option.
Make sure to enable this option and then replace geo with the name of the statich mesh we'll be using.
Now that the add-on is enabled, we can use it for a demonstration of its functions.
Back in the main viewport of your project, press the N key to enable your sidebar panel.
This is the location of the sidebar for anyone unfamiliar.
You'll want to use your scroll wheel to scroll the sidebar until you find Simple Collider
As you can see, there's a lot of options, depending on your needs and the situation. We will almost entirely be using 'Add Convex Hull' in most cases, as they are the most generalized option to use.
If you click Add Convex Hull you'll notice that while it creates an accurate convex exterior to the partially separated object, it does not create accurate concave surfaces.
As previously explained in the UE documentation, this type of circumstance is best handled by creating custom collision geometry.
This issue is simply mitigated by... Breaking the object down into smaller objects. Quite simply.
As you can see now, I have further separated the object down into a base quadrant (the cylinder piece is just there for visualization and not joined to the quadrant piece)
Now, to further break down this quadrant piece, for more accurate convex hull generation
As you can see, generating a convex hull on the quadrant piece over the half piece is still mostly innacurate, hence why we need to break it down further.
This is an example of accurate convex hull generation.
Fortunately, because we're working with symmetry, we can duplicate these small sections and then mirror them locally to mimic the original object shape.
But we're getting a bit ahead of ourselves here, and jumping ahead a few steps.
#1452184807818657965 message
Let's refer back to this original quadrant piece.
When separating the object into simple shapes, you should have also separated the base of this 'urn' into its own object. this will be used as the origin point for your mirroring.
Go ahead and select this urn base in Object Mode and right click to open the context menu. From there go Set Origin -> Set Origin to Center of Mass this will adjust the origin point to the center of this object. Then right click again and select Snap -> Cursor to Selected this will move the cursor to the center of the object as well.
From there, use shift + left mouse click to highlight all of the separated quadrant objects. From there you can copy and paste the highlighted objects. Right click once again to open the context menu and select Set Origin -> Set Origin to 3D cursor and the duplicated quadrant objects will now have their origin placed at the center piece of the urn base.
Make sure you continue to have these objects highlighted, and then right click (again) and go to Mirror -> X Local. This will immediately reflect the duplicated object on the x-axis relative to the urn base.
Duplicate the objects once again, and then Mirror -> Y Local. For the last quadrant, you will Mirror X Local again.
By this point, you'll notice that you have multiple dozen objects in your outliner.
Fortunately, as long as they continue to follow the file name structure i.e. RenderMesh or SM_Props_Teapot_01_b for this project, the simple collider tool will automatically generate collider with the proper prefix and suffix.
Now this example I've used in the demonstration doesn't adjust topology by creating a low poly model, which would optimize the object further and reduce cpu usage further, but this demonstrated method gives you the most control while providing accurate convex hulls. In the 3rd image provided, I generated collisions with Unreal Engines Auto Convex Collision at the default options (displayed in the bottom right) for comparison.
This is with maximum sliders.
As you can see, with default settings it is incredibly inaccurate and at best it is relatively unoptimized.
(I'll be moving onto the handle and spout here shortly..)
Now for the spout. You'll notice that it's modeled about 1/3rd of the way internally.
We're neither going to continue modeling it further, or even pay attention to it at all during our simple collision generation process.
What, you think I'm a masochist?
Or 'stop tweaking something noone will ever see and finish the damn model'
For 99% of cases yes
unless you're trying to like... model the trigger guard of your gun so you can hang it by that
Don't give me ideas
That's the whole point of me documenting this 😭 well besides hopefully mods being more optimized so my game runs better
i actually dont know if anything besides maybe 9x18mm or tt ammo can fit in this
In the meantime, here's the handle
aka the tea pot trigger guard 😆
@lyric maple do you know where this object is actually located because the ones in vanno are different 
Good question lol there are a few out in the radius I think but not sure where off hand
I can't find one without the lid off for the life of me 😭 but anyways the concept still applies
cookie menu🤷♀️
wym
use the line trace on the cookie menu to select the mesh
itll tell you the path
usually
what
its not a spawnable object and i have to find it, i know what the object is, so i dont need to line trace it
its just somewhere... in the radius
mysterious
i dont think its actually used because ive only seen the tea cups, and sugar containers
no tea pot
Maybe somewhere in pervomay in one of the train station houses
turns out you can generate hulls with simple colliders tool without needing to separate objects, you only need to highlight the faces in edit mode
On a shelf in the wedding house for A Farewell Feast in Kolkhoz Zarya