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ORRH UGC Repository

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From: βœͺ (he/himhe) | Posted: 2025-12-04 19:38:53Dec 4 19:38 | Filter

Hello!
It’s been a while since I really did anything ORC related so I’m not sure how useful this will be.
I’ve been working on a little project that allows you to extend the catalog and maps of ORRH, with only one download.
It’s a public repository that anyone can contribute to, and all catalog items (including meshes and textures) will be included in the download.
I’m not going to lie, it is a BIT hacky, but it works. Installation and updating is simple, too, only requiring you to run a powershell file every time you want to update.
https://github.com/hereelabs/ORRH-UGC-Repository

RobloxApp_ZYGxcbV5Br.png

❧ Edited by tommy (heree) at 2025-12-05 18:59:51Dec 5 18:59
Confirm-ed Spiderce 2025
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From: βœͺ (he/himhe) | Posted: 2025-12-04 20:00:50Dec 4 20:00 | Filter

If you’re unable to contribute but want something to be ported, I wouldn’t mind adding them from this thread.

Confirm-ed Spiderce 2025
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what

How is this supposed to work even I feel confused that I never tried

From: βœͺ (he/himhe) | Posted: 2025-12-14 17:59:07Dec 14 17:59 | Filter

From: ? at 2025-12-13 02:42:30

How is this supposed to work even I feel confused that I never tried

There’s download instructions on the Repository. It works by baking in all custom catalog assets, including the meshes, textures, sounds, and animations, into ORRH.

Once installed, you can run a Powershell script to automatically update it. That’s all it does. It’s meant to be a way for people to add more catalog items to ORRH, and that’s about it.

Confirm-ed Spiderce 2025
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I’m playing the v1.3 with ugc it’s looks sick

(clearly use a moth looks mid idk)

image.png

ooooo this is cool! =0

Lanausse

I just wanted to say. Careful with what IDs you use as some of them used for custom assets are valid on the actual site. I’d recommend using the unused ID range 999999-580954 for stuff. 800000 would be a good starting point

Lanausse
From: βœͺ (he/himhe) | Posted: 2026-01-29 16:10:32Jan 29 16:10 | Filter

From: lanausse at 2026-01-29 05:18:33

I just wanted to say. Careful with what IDs you use as some of them used for custom assets are valid on the actual site. I’d recommend using the unused ID range 999999-580954 for stuff. 800000 would be a good starting point

I picked an asset id range that felt most appropriate and easy to work around. It should only start causing problems for assets from 2018 or later, and in all likelihood the chances of an asset being replaced is extremely unlikely. There are millions of assets on Roblox right now, and only 30~ish assets on the repository right now. Even if it had 1000 assets, it still wouldn’t cause problems.

There is a guide on the repository for how to add assets. I’ll just quote it directly:

Before reserving an asset id, make sure to add β€œ1000000000” to it. For example, 1291 would become 1000001291, not 10000000001291.

Regarding certain assets, such as packages:

Reserving IDs for the CharacterMesh object, such as MeshId and OverlayTextureId values, will use the field 2147482647 - 2147483647, which is 1000 below the 32-bit integer limit. Do NOT use these fields for anything else.

❧ Edited by tommy (heree) at 2026-01-29 16:14:54Jan 29 16:14
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