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@DrakiaXYZ
DrakiaXYZ / EFTCleaner.cs
Last active June 19, 2024 03:51
EFT map cleaner
/**
MIT License
Copyright (c) 2024 DrakiaXYZ
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
General steps to extract a map and load it into Unity:
------------------------
1) Use AssetRipper to extract all level files for the target map (Select all associated files in Explorer, and drag into AssetRipper, all at once)
2) Move the files from the "level###/ExportedProject" folder to wherever you want your project to live, you can delete the "level###" folder (I tend to move the files from ExportedProject into "D:\TarkovMaps\Customs\" for Customs example)
3) Delete "AnimationClip", "AudioClip", "OcclusionCullingData", "Plugins", "Scripts" and "VideoClip" folders from the Assets folder
4) In UnityHub, select the dropdown beside "Open" and choose "Add Project from Disk", select the folder containing your level files
5) Click the folder in your project list, and wait for Unity to import the map assets (This takes a while)
6) Select all of the scenes from the "Scenes" folder in the Project panel, and drag them into the Hierarchy panel (This step will take a while)
Getting terrain and objects to show if the
bigmap consists of the following assets:
level4 (Assets/Content/Locations/Custom/custom_AI.unity)
level5 (Assets/Content/Locations/Custom/custom_multiScene.unity)
level6 (Assets/Content/Locations/Custom/custom_AZS.unity)
level7 (Assets/Content/Locations/Custom/custom_AZS_old.unity)
level8 (Assets/Content/Locations/Custom/custom_DesignStuff.unity)
level9 (Assets/Content/Locations/Custom/custom_Garage.unity)
level10 (Assets/Content/Locations/Custom/custom_Obshezhitie.unity)
level11 (Assets/Content/Locations/Custom/custom_Obshezhitie_1_indoor.unity)
level12 (Assets/Content/Locations/Custom/custom_Obshezhitie_2_indoor.unity)
.DefaultTheme {
--background-color: #000000;
--key-action-button-glyph-color: #b8bcbf;
--key-focused-action-button-left-color: #000000;
--key-focused-action-button-right-color: #000000;
--key-color: #ffffff;
--key-background-color: #181818;
--key-shift-label-color: #ffffff;
--key-focused-shift-label-color: #000000;
--key-focused-color: #000000;
.DefaultTheme {
--background-color: #000000;
--key-action-button-glyph-color: #b8bcbf;
--key-focused-action-button-left-color: #0e141b;
--key-focused-action-button-right-color: #0e141b;
--key-color: rgb(0, 0, 0);
--key-background-color: rgb(238, 234, 1);
--key-shift-label-color: #5c5c5c;
--key-focused-shift-label-color: #000000;
--key-focused-color: #ffffff;

Keybase proof

I hereby claim:

  • I am drakiaxyz on github.
  • I am drakia (https://keybase.io/drakia) on keybase.
  • I have a public key ASBfKKCxfe6xTJg-k_2IXrL5PgrIhFnzPjuwKQa7JaLa3Qo

To claim this, I am signing this object:

{
"entries": [
{
"name": "Decrypt9WIP by d0k3 (Latest Commit)",
"url": "https://d0k3.secretalgorithm.com/Decrypt9WIP/latest.zip",
"inzip": "Decrypt9WIP.firm",
"path": "/luma/payloads/Decrypt9WIP.firm"
},
{
"name": "GodMode9 byd0k3 (Latest Commit)",
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <openssl/aes.h>
void chartohex(unsigned char* input, unsigned char* output)
{
char tmp[3];
memset(tmp, 0, 3);
---------------------------
DirectX Error
---------------------------
DirectX function "device->CreateTexture2D( &texDesc, desc.subResourceCount != 0 ? reinterpret_cast<const D3D11_SUBRESOURCE_DATA*>(desc.subResourceData) : 0, &texture->m_texture2d)" failed with E_INVALIDARG ("An invalid parameter was passed to the returning function."). GPU: "AMD Radeon HD 7900 Series", Driver: 13.6 (13.101-130604a-158071E-ATI)
---------------------------
OK
---------------------------
@DrakiaXYZ
DrakiaXYZ / sm.php
Created August 30, 2012 03:47
Stack Machine Emulator
<?php
class StackMachine {
public $PC;
public $SP;
public $IR;
public $SIR;
public $fault;
public $halt;
public $MEM;
public $step = 0;