
Export your gun build as a 3D model.
This mod exports the hierarchy, meshes, textures and materials of any Tarkov item.
The exported file format is glTF which is supported by many 3D editing programs, including Blender.
How to export:
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Open the inspect window of your Tarkov item.
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Click the EXPORT AS GLTF button. The process should begin immediately, might take a while for big guns.
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If successful the inspect window will close and a notification in Tarkov will appear with the saved file path. The default save path: C:\Users\<user name>\Documents\Escape from Tarkov\ExportedGLTF\ can be changed in BepInEx config (F12).
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In that directory there will be all the exported and converted textures, with .bin and .gltf files of your item.
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To open the file in Blender: File -> Import -> glTF 2.0 (.glb/.gltf) or in more recent versions you can just drag and drop the .gltf file on the window.
Might consume a lot of RAM during and after export.
Under the hood this mod uses libraries UnityGLTF and AssetStudio.
Consider supporting my work by joining paid membership on my yt channel.
SPT 3.11.3
270 Downloads
- exports are now ~1700% faster (what took 90 sec, now takes 5 sec lmao)
SPT 3.11.3
56 Downloads
- fixed the biggest source of failures. If it didn’t work before, this version should work, surely.
- fixed crash with some item mods
- the error messages now tell more
- added support for transparency shaders! Here is an example render of the transparent uzi mag, it had NO material manipulation in blender, just imported gltf, pure mod conversion at work:
SPT 3.11.3
205 Downloads
- fixed the stinky bug of UnityGLTF failure (hopefully)
- update UnityGLTF to latest version, and use my fork
SPT 3.11.3
148 Downloads
- the specular wasn’t exporting in the alpha channel, oops, fixed that. you had to manually connect in blender before
- fixed crash when there are no server mods
- added fika client cache support
SPT 3.11.3
326 Downloads
- Reworked material conversion to be more accurate, using more values from the original shader.
- Switched to KHR\_materials\_specular
instead of KHR\_materials\_pbrSpecularGlossiness
. It supports specular tint, and requires no hacks from Blender (it set material IOR
to 1000). The specular map now plugs in the specular IOR Level
socket of the BSDF, and the base IOR
is default 1.5
. It looks correct now, it was so wrong before.
- Treating collimator glass as transmission material.
- Proper bundle dependency handling. The export process is now 10-30% faster, by simply not loading unnecessary bundles.
SPT 3.11.3
578 Downloads
modded items support
Not quite yet...