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The PAC Collective

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The PAC Collective

pac.png

 

Brief Summary:

Welcome to The PAC Collective! This is a mega guide meant to combine, organize, and distribute information regarding PAC for Garry's Mod and more specifically, the SSTRP Community. 

 

Background:

The PAC Collective was originally thought up roughly a month or so ago but was put on hold due some issues I had at the time within the community. It was meant to act as a combination of the eight or so threads spread all over the forums and reorganized into a proper format that is easy to read, search, and explore when it comes to doing PAC. The primary goal of The PAC Collective overall is to provide resources (Models, Textures, Etc.) as well as training and overviews of certain aspects of PAC, as provided by you, the community. Anyone can contribute to the PAC Collective and be credited as such. This will be primarily maintained by me almost daily with assistance from those who wish to help if I deem necessary. Otherwise, you are free to contribute (Post a reply to this topic) with models, tutorials (written or video), guides, and so on and it will be added into the main post in a nice formatted way. Due to the "Open Source" method of this project of mine, I will be going around asking permissions of those who made topics in regards to PAC to see if they would like their information merged into this project and be credited appropriately. So, I hope you enjoy and welcome to The PAC Collective.

 

Roles

If you wish to be part of the PAC Collective, either pm me or simply provide something below and I will fit you in depending on what you would like to contribute. You can also be in more than one position (Such as a mentor who also contributes guides and models, etc.)

Currently, we maintain the following roles:

 

Head Editor - Responsible for maintaining and editing the main post to ensure quality and ease of use.

Editor - Individual who helps me (Mannulus) brainstorm and provide feedback on the organization and display of content within the post.

Mentors - Individuals experienced in PAC to help teach and provide feedback on PAC usage.

Contributors - Individuals who provides their knowledge and resources to the PAC Collective, whether that be guides, models, etc.

 

Roster

Spoiler

 

Head Editor

1065930654_HalfLifeSourceScreenshot2018_

Mannulus

 

Editors

(None)

 

Mentors

sabine.thumb.png.99c4e9df61d575190eb862d

Jun Nagase

 

847712462_CANTITR.thumb_jpgdl1.a3ab5c29e

Fitz

 

Contributors

84c1e40ea0e759e3f1505eb1788ddf3c_default

dog!

 

84c1e40ea0e759e3f1505eb1788ddf3c_default

Ratatouille

 

eyes-10.thumb.png.2850efd5c71ed8288fafe5

redneckrOadkill

 

b2149baa90c366cb9d1cace95b45ea2aa065e468

Bohannon

 

847712462_CANTITR.thumb_jpgdl1.a3ab5c29e

Fitz

 

OZNd8cC.thumb_png5.5505617ddc8667a4a491f

Argon

 

JPEG_20180704_121219.thumb.jpg.6ac0b6df3

Lalatina

 

1498541574232.thumb.jpg.9859c5d67f108fb5

LoadedGun

 

Submission Rules:

1. Please put lengthy lists into a spoiler to make it easier for me to look through multiple posts.

2. Content should have a link for a model and a link for a material. If the model lacks a material for w/e reason, please state so.

3. Please ensure the links for your models / materials work.

4. If its a guide, try to write it in as simple as terms as possible, pictures help.

5. If doing a video guide, minimum 1080p is required. We don't want to squint to see what you are clicking.

 

Information Portal

Spoiler

Basic Information

Spoiler

Height Guide - Contributor: dog! - Found elsewhere

Spoiler

4'0 - 48 inches - 1.23 meters - 0.667 scale 

4'1- 49 inches - 1.25 meters - 0.681 scale 

4'2 - 50 inches - 1.27 meters - 0.694 scale 

4'3 - 51 inches - 1.30 meters - 0.708 scale 

4'4 - 52 inches - 1.32 meters - 0.722 scale 

4'5 - 53 inches - 1.35 meters - 0.736 scale 

4'6 - 54 inches - 1.37 meters - 0.750 scale 

4'7 - 55 inches - 1.40 meters - 0.764 scale 

4'8 - 56 inches - 1.42 meters - 0.778 scale 

4'9 - 57 inches - 1.45 meters - 0.792 scale 

4'10 - 58 inches - 1.47 meters - 0.806 scale 

4'11 - 59 inches - 1.50 meters - 0.819 scale 

5'0 - 60 inches - 1.52 meters - 0.833 scale 

5'1 - 61 inches - 1.55 meters - 0.847 scale 

5'2 - 62 inches - 1.57 meters - 0.847 scale 

5'3 - 63 inches - 1.60 meters - 0.875 scale 

 

5'4 - 64 inches - 1.63 meters - 0.888 scale 

(Average height of an adult female human in the U.S.)

 

5'5 - 65 inches - 1.65 meters - 0.902 scale 

5'6 - 66 inches - 1.68 meters - 0.917 scale 

5'7 - 67 inches - 1.70 meters - 0.931 scale 

5'8 - 68 inches - 1.73 meters - 0.944 scale 

5'9 - 69 inches - 1.75 meters - 0.958 scale 

 

5'10 - 70 inches - 1.78 meters - 0.972 scale 

(Average height of an adult male human in the U.S.) 

 

5'11 - 71 inches - 1.80 meters - 0.986 scale 

6'0 - 72 inches - 1.83 meters - 1.000 scale

(Default PAC3 standard) 

6'1 - 73 inches - 1.85 meters - 1.014 scale 

6'2 - 74 inches - 1.88 meters - 1.028 scale 

6'3 - 75 inches - 1.91 meters - 1.042 scale 

6'4 - 76 inches - 1.93 meters - 1.056 scale 

6'5 - 77 inches - 1.96 meters - 1.069 scale 

6'6 - 78 inches - 1.98 meters - 1.083 scale

6'7 - 79 inches - 2.01 meters - 1.097 scale 

6'8 - 80 inches - 2.03 meters - 1.111 scale 

6'9 - 81 inches - 2.06 meters - 1.125 scale 

6'10 - 82 inches - 2.08 meters - 1.139 scale

6'11 - 83 inches - 2.11 meters - 1.153 scale 

7'0 - 84 inches - 2.13 meters - 1.167 scale 

7'1 - 85 inches - 2.16 meters - 1.181 scale 

7'2 - 86 inches - 2.18 meters - 1.194 scale 

7'3 - 87 inches - 2.21 meters - 1.208 scale 

7'4 - 88 inches - 2.24 meters - 1.222 scale 

7'5 - 89 inches - 2.26 meters - 1.236 scale 

7'6 - 90 inches - 2.29 meters - 1.250 scale 

7'7 - 91 inches - 2.31 meters - 1.264 scale 

7'8 - 92 inches - 2.34 meters - 1.278 scale 

7'9 - 93 inches - 2.36 meters - 1.292 scale 

7'10 - 94 inches - 2.39 meters - 1.306 scale 

7'11 - 95 inches - 2.41 meters - 1.319 scale 

8'0 - 96 inches - 2.44 meters - 1.333 scale 

PAC Optimization Tips - Contributed by Lalatina

Spoiler

Optimizing PAC is simple. 

  1. Don’t use a ton of imported models (models that require you to give custom urls, usually to .obj files).
  2. Don’t add unneeded shit to it, roleplay is all about implying, so u don’t need to have every single piece of gear on your person.
  3. Use less groups, groups actually add to the lag via magical reasons.
  4. Garry's Mod is horribly optimized, so adding tons of high poly models lags the server. (You can tell the difference if you were to turn off PAC and look at the FPS before turning it on again)

 

Tutorials

Spoiler

Holstered Weapons - Contributed by Ratatouille

Spoiler

 

  1. Create a "group", by right clicking on the menu and clicking on "group".
  2. Create an "event" and make sure that the event is the child of the group; Meaning the event should be under the group.
  3. Click on the newly created event and change the "event" parameter to "weapon_class".
  4. Exit PAC and hold Q. Click on the weapons tab and right click on the weapon you want to be holstered. Then hit "Copy to Clipboard". (E.g.: If using the jackhammer shotgun: m9k_jackhammer)
  5. Reopen PAC and click on your event, then click on the space beside the "find" argument, at the bottom under arguments.
  6. Right click on the event and click on "model" to create a model. A white ball should now cover the subjects face. If not, make sure your character does not have the desired weapon equipped.
  7. Click on the newly created model and click on the ellipsis beside "model" in the table, under "generic".
  8. Find the same model as your weapon. This step can take longer than usual, especially if you have countless add-ons installed.
  9. Change the "bone" parameter to the point nearest to the desired location; As in, where you want your weapon to be holstered. (E.g.: If you want a rifle holstered on your back, you'd pick "spine 2" as your target.)
  10. Translate the model to the desired location.

 

If done correctly, the model should disappear if the desired weapon is equipped; And reappear if the weapon is unequipped.

 

BLzjHM3.jpg?1e8yVCtU.jpg

Holstered Weapons Method #2 - Contributed by Fitz

Spoiler

Fitz suggested a better way to do Holstered Weapons by doing the following:

 

Make sure you are holding the weapon you'd like to edit for, and create the model with which you'd like to replace it

20180930153231_1.jpg?dl=1

 

Click the model, then go to the tools tab, from there, "show only with active weapon", then "show weapon"

20180930153242_1.jpg?dl=1

 

Then click on the event under the model that has been created, and uncheck the box "inverse" at the bottom, MAKE SURE THERE IS NOT A CHECK IN THE BOX!

Inked20180930153310_1_LI.jpg?dl=1

 

 

Content

Spoiler

M.I Uniform Assets - Contributed by redneckrOadkill

Spoiler

These are all of our MI Uniform Assets that can be used in PAC.

Folder 1-  Armor and Off-duty Models with Berets

Folder 2 - Dress Uniforms and Undergarment Models

699329-icon-57-document-download-128.png

Click to Download

 

Clothing Accessories - Contributed by Bohannon

Spoiler

Beard

Knife in Sheathe

Brit Pack

Breadbag

Machete

Gas Mask Bag

German Shovel

Lab Goggles

Vietnam Radio Pack

Alice Pack with Rail Frame

WWII Parachute Pack

U.S Radio Pack

Acoustic Guitar

Payday 2 Armor

Wedding Band / Ring

Spoiler

Model

https://www.dropbox.com/s/ldeu50207b2db94/Wedding Ring.obj?dl=0

 

Material:

Use something from in game.

Pilot Headset & Helmet

Medical Bag / Pouch

Zippo

Fallout Objects (Blood Bag, Stealthboy, Flamer Fuel, Etc.)

Fallout Mask - Posted originally by E.Fox

Shemagh / Headband / Aviators / Bandit Mask / Dog Tags / Colt Grip / Eyepatch - Posted originally by Loaded Gun - Provided by Bohannon

 

Custom Content - Provided by Argon

Spoiler

Backpacks

Acoustic Guitar

Scarf

Torch (Flashlight)

Combat Knife

USMC ILBE Main Ruck (Or as Argon calls, it the "Fuck off bag")

 

HQ Hairs - Contributed by Jun

Spoiler

Use Rightclick > Experimental > Model to load these in PAC.

Note some have bodygroups, also they require readjusting to fit the head (they will load offset a ways).

 

01 - JillA - Based off Jill Valentine's hairs, has multiple bodygroups, Brunette

03 - Tina - Based off Tina Armstrong's hair, Blonde

04 - Hitomi - Based off Hitomi's hair, Brunette

05 - Jodie - Based off Jodie Foster's hair, includes 2 versions + hat versions via bodygroups, Darkbrown

06 - Diana - Based off Diana Burnwood's hairs, has multiple bodygroups, Brown?

11 - VictoriaA - Based off Victoria's hair from Hitman, has multiple bodygroups, Brunette

12 - VictoriaB - Based off Victoria's Hair from Hitman, has multiple bodygroups, Brunette

13 - Wallaby - Based off Laughing Wallaby's hair from MGSV, has multiple bodygroups, Blonde, Messy

 

Don't forget to tick the 'Translucent' option on the hairs.

Also don't forget the IC rules about hair length, keep it short and/or in a ponytail. Some of these have long hair bodygroups.

 

Let me know if any of them have bugs

Others may come with time

 - Jun de Pac Snac

 

Regarding the impact of these models, the largest file is 79mb (Wallaby's hair), others usually fall between 13-40mb, however the models themselves are usually 1-2mb. Most of the file size is textures.

Also afaik PAC caches files, so once you've downloaded them, unless it detects changes with the file or the cache is deleted, you wont be downloading the 13-79mb -every- time someone wears it, only the first time. I don't know where the cache is though.

PAC4 itself is in general more optimized than PAC3 was, and furthermore .mdl imported models (aka experimental models, such as these hairs are) are significantly more optimized than the classic .obj imports judging from my experiments.

For example, my character Elizabeth Graham's PAC, based off Christie's head, is ~0.500ms when fully loaded. If I change it to a full-body experimental .mdl import and clip it so it's just the head visible, it still drops to ~0.400ms loading time despite loading a whole body with advanced textures and 3 hair bodygroups.

That's a -full body-, fully textured model with normal maps, specular maps and high-quality diffuse maps with a handful of bodygroups, and yet the load time is reduced by ~0.100ms. The model includes hair too.

These models above are -just- hair. Not a full body, granted their textures are quite high quality hence their file size.

Kuro Head w/ Accesories - Contributed by Jun

Spoiler

https://puu.sh/C82Cd/ccdf97b2d9.txt

Male PAC head currently unused,

Kuro from the Ghost In The Shell game,

 

Young, short slick hair, Asian, Brown hair

latest?cb=20160821183734

 

It's a full PAC with helmet and a set of blue shades and aviators, click PAC > Load > Load From URL and put in the URL above

Improved Morita with HQ Textures - Contributed by Jun

Spoiler

https://puu.sh/C9vhT/98c855b45e.txt

Imported Morita and retextured standard Morita

Our morita originally comes from an FO4 mod, though somehow the person who imported it got the barrel set offset from where it's supposed to be

Anyway, this includes both a new imported FO4 Morita and a retextured old Morita with new, better textures (imo) and a few options for dirtiness of the textures.

Already set up with events and individual groups so all you have to do is load one of the two groups, carbine barrel model, compensator and 20rnd small straight mag model are also included for the imported model.

Note that there's a texture brightness difference between the receiver and the barrel on the imported morita for some reason, might update later to add matching texture brightness

 

4248c719e2faba2e1fce5de3ed2d5d5b.jpg

Imported Morita w/ Clean texture set, Long barrel, 30rnd Mag and Compensator

 

Also note that the imported model has a higher and not insignificant rendertime impact than just retexturing the old morita (obviously)

This is because it uses the old .obj import method, which is much less efficient on the render time than the experimental model version

 

Edit:

0930d2b638.jpg

Darker reciever texture (clean) that fits if you want to simply retexture the standard morita instead of the imported one

Improved Morita w/ HQ Textures - Addon Edition - Contributed by Jun

Spoiler

Update to the Morita textures, compiled them into .vtfs and made them into a simple addon.

Also compensator .obj included.

 

https://puu.sh/CaDg9/6c5cec3ea9.zip

 

Download that and simply place the "Morita Worn Textures" folder inside your "Addons" folder and Gmod should load them.

 

47D0086660A11B65AD82D0CFC07B790856E7E8E3

Top: The standard morita texture w/ compensator (roughly, it's imported from the FO4 mod so it doesn't suffer from the texture quality loss gmod has so it looks a bit more mint than ours actually does)

 

Bottom: New Morita texture w/ compensator, a bit more rugged and more metallic (this is the addon version hence the textures look lower quality, ours does too when loaded by gmod rather than PAC)

Also changed the scope texture to fit better.

 

 

 

This addon is purely clientside, so nobody but you will see the different textures, however -all- Moritas will look like the bottom one (also in first person) unless they were manually changed in PAC to look different.

Compensator isn't included on our model, but you can add it in PAC with the following links

Model: https://puu.sh/C8wes/bc8992df71.obj

Material: models/kippo_sst/receiver_d

 

Put it in an event that hides the compensator when your Morita isn't drawn, and simply adjust it to fit (no resizing required)

This also works if you want a compensator without the texture, as the compensator texture already exists in our files. It'll look like it does up top, dark and clean, if you don't have the rugged texture addon installed.

 

The reason to use this as opposed to just changing it in PAC is that;

A: This is simpler to do, and also allows you to see it differently in First Person,

B: This doesn't use PAC at all (assuming you don't add the compensator) so there's 0 rendertime impact,

C; It doesn't interfere with other people's view of your rifle, so if they don't want to see a more metallic, more rugged morita (which IMO makes a bit more sense considering the Morita design is from like, 2218? so some of them will be old af) then they don't have to.

 

Those who wish to apply these through PAC so others see the different texture regardless of their addons,

https://puu.sh/CaD2Q/06282e95cf.jpg

^ That's the Scope texture to match the textures posted on the previous morita texture entry

https://puu.sh/CaCSQ/dcc203f5f4.png

^ That's the brighter and not as dirty magazine textures to fit the textures posted on previous morita texture entry

 

Using those and the textures included in the PAC on the previous entry you can get a full set, even if you DMR it up

 

 

 

 

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10 minutes ago, Cipher said:

Yo, I'll write guides if you want?

Feel free. Anything you post will be added into the main topic!

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Take note that I'm no PAC wizard like you guys, but this is how I create holstered weapons, that appear / disappear when equipped with PAC.

Spoiler

Weapon Unequipped

BLzjHM3.jpg?1

 

Weapon Equipped

e8yVCtU.jpg

  1. Create a "group", by right clicking on the menu and clicking on "group".
  2. Create an "event" and make sure that the event is the child of the group; Meaning the event should be under the group.
  3. Click on the newly created event and change the "event" parameter to "weapon_class".
  4. Exit PAC and hold Q. Click on the weapons tab and right click on the weapon you want to be holstered. Then hit "Copy to Clipboard". (E.g.: If using the jackhammer shotgun: m9k_jackhammer)
  5. Reopen PAC and click on your event, then click on the space beside the "find" argument, at the bottom under arguments.
  6. Right click on the event and click on "model" to create a model. A white ball should now cover the subjects face. If not, make sure your character does not have the desired weapon equipped.
  7. Click on the newly created model and click on the ellipsis beside "model" in the table, under "generic".
  8. Find the same model as your weapon. This step can take longer than usual, especially if you have countless add-ons installed.
  9. Change the "bone" parameter to the point nearest to the desired location; As in, where you want your weapon to be holstered. (E.g.: If you want a rifle holstered on your back, you'd pick "spine 2" as your target.)
  10. Translate the model to the desired location.

If done correctly, the model should disappear if the desired weapon is equipped; And reappear if the weapon is unequipped.

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Beard Model

https://www.dropbox.com/s/80jivqb65l36m64/Survivalist%20Beard%20FO4.obj?dl=1

 

Beard Material 1- Black only

https://dl.dropbox.com/s/my67ef5qsg0e9rv/Survivalist%20Beard%20FO4.png?dl=1

Beard Material 2-Black with White hairs

https://dl.dropbox.com/s/my67ef5qsg0e9rv/Survivalist%20Beard%20FO4.png?dl=1

Beard Material 3 -White beard

http://puu.sh/wWhse/ccfb5f4a8f.png

 

 

Knife in scabbard

Model

https://www.dropbox.com/s/i6qxcfw875wlo0q/Knife%20scabbard%20Model.obj?dl=0

 

Material

https://www.dropbox.com/s/kxqtn37y9r8r5c7/marinegear2.jpg?dl=0

 

Brit Pack

Model

https://www.dropbox.com/s/ftzdburwo22gbl4/Brit%20pack.obj?dl=0

 

Material

https://www.dropbox.com/s/fmnh2xlmltpqjk8/british_nm_col_%230.jpg?dl=0

 

Breadbag

Model

https://www.dropbox.com/s/ssgn6oubddwqmyw/Breadbag.obj?dl=0

Material

https://www.dropbox.com/s/cqqbglcu9bbqiyj/1a44a140.jpg?dl=0

 

Machete

Model

https://www.dropbox.com/s/7tw8o13mnbmwfpv/Machete.obj?dl=0

Material

https://www.dropbox.com/s/erq2bbx97mi10lc/usnamgear2.jpg?dl=0

 

Gasmask Bag

Model

https://www.dropbox.com/s/6tzxygi92g4dndy/Gasmask%20bag.obj?dl=0

Material

https://www.dropbox.com/s/w2oeigvpaquporm/1301aee0.jpg?dl=0

 

Rope

Model

https://www.dropbox.com/s/qfhima8gqru2431/Rope.obj?dl=0

 

Material

 

German Shovel

Model

https://www.dropbox.com/s/dhiwx8b64obqhaj/German%20Shovel.obj?dl=0

Material

https://www.dropbox.com/s/dhiwx8b64obqhaj/German%20Shovel.obj?dl=0

 

Binocular Case

Model

https://www.dropbox.com/s/gtzxvgr0mo4840v/Binocular%20Case.obj?dl=0

 

BAR Pouch

Model

https://www.dropbox.com/s/w4vml2lbmmlbrar/BAR%20Ammo%20pouch.obj?dl=0

Material

 

Flash Light

Model

https://www.dropbox.com/s/z0wpdsomrm76seo/Flashlight.obj?dl=0

 

Flak Jacket

Model

https://www.dropbox.com/s/mt88j743uxsoy9i/Flak%20Jacket.obj?dl=0

 

 

Blue Medal

Model

https://www.dropbox.com/s/1uoy6xx0vytg8h2/Medal.obj?dl=0

 

Material

https://www.dropbox.com/s/8f4lctiwk2vo4qd/Medal%20Blue.jpg?dl=0

 

 

Lab Goggles

 

Model

https://www.dropbox.com/s/uxxd0eu54yw7r74/Lab%20Goggles.obj?dl=0

Material

https://www.dropbox.com/s/rfx7if1iui7yj56/Lab%20Goggle%20Material.jpg?dl=0

 

 

Vietnam Radio Pack

Model

https://www.dropbox.com/s/uhntiyd5d758imk/Vietnam%20RadioPack.obj?dl=0

Material

https://www.dropbox.com/s/3cnu8algh4u2gdh/Vietname%20RadioPack%20Material.jpg?dl=0

 

Vietnam ButtPouch

Model

https://www.dropbox.com/s/izsc0pdqkkoldwa/Vietnam%20Buttpouch.obj?dl=0

Alice Pack with Rail mount

Model

https://www.dropbox.com/s/dar05cnpufxyvsi/Alice%20Pack%20with%20Rail%20mount.obj?dl=0

Material

https://www.dropbox.com/s/663xb5o7kohbabw/c_usa_jungle_marine_gear4_c.jpg?dl=0

 

WWII Parachute Pack

Model

https://www.dropbox.com/s/fib1u74444anwv1/WWII%20Parachute.obj?dl=0

Material

https://www.dropbox.com/s/q3q6cm6ubiq85xi/parachute1%20Material.jpg?dl=0

US Radio Pack

Model

https://www.dropbox.com/s/gtceniaay2hjmje/Us%20Radio.obj?dl=0

 

Material

https://www.dropbox.com/s/qvxsly7r198x3w5/rd_usradio_Material.jpg?dl=0

 

K98 Punches

Model

https://www.dropbox.com/s/ad4iojggtxp2tdl/K98punches.obj?dl=0

 

 

Country Gee-Tar

 

Model

https://www.dropbox.com/s/w10pw8p20u1j5bc/Country%20Gee-Tarr.obj?dl=0

 

Acoustic Guitar

 

Model: https://www.dropbox.com/s/dlocp818ahb3l5q/Guitar.obj?dl=0

Texture: https://www.dropbox.com/s/l0fqyg42peg6ye9/guitar.jpg?dl=0

 

 

PAYDAY 2 ARMOR

 

Left Bicep


Model: https://www.dropbox.com/s/vlq1iqkimceh7zm/Left Bicep.obj?dl=0

Material: https://www.dropbox.com/s/7o25f8lwedns0ms/vest_big_01_df.jpg?dl=0

 

Right Bicep

Model:http://www.dropbox.com/s/091cadf0jo5fwnq/Right%20Bicep.obj?dl=0

Material: https://www.dropbox.com/s/7o25f8lwedns0ms/vest_big_01_df.jpg?dl=0

 

Right Calf

 

Model:https://www.dropbox.com/s/v4eftel35ezhzg5/Armor%20right%20Calf.obj?dl=0

Material: https://www.dropbox.com/s/7o25f8lwedns0ms/vest_big_01_df.jpg?dl=0

 

Left Calf

 

Model: https://www.dropbox.com/s/7s2ze454fy3wo6f/Armorleft calf.obj?dl=0

Material: https://www.dropbox.com/s/7o25f8lwedns0ms/vest_big_01_df.jpg?dl=0

 

Right Forearm

 

Model:https://www.dropbox.com/s/bhgpe0tjkbqkr6a/Right%20Forearm.obj?dl=0

Material: https://www.dropbox.com/s/7o25f8lwedns0ms/vest_big_01_df.jpg?dl=0

 

Left Forearm

 

Model: https://www.dropbox.com/s/o5sy5l05epd5g7f/Armor left forearm.obj?dl=0

Material: https://www.dropbox.com/s/7o25f8lwedns0ms/vest_big_01_df.jpg?dl=0

 

Wedding Band/Ring

Model

https://www.dropbox.com/s/ldeu50207b2db94/Wedding%20Ring.obj?dl=0

Material: Use something from in game.

 

Helicopter Pilot’s Helmet

Model

https://www.dropbox.com/s/yj3zc5k0d8u2dz5/Helicopter%20Pilot%20Helmet.obj?dl=0

Air Cav

https://www.dropbox.com/s/678cbi0yz0smnzv/pilot_helmet_1cav.jpg?dl=0

 

Pilot Headset

Model

https://www.dropbox.com/s/yfjioqkl3ceyfrm/Pilot%20Headset.obj?dl=0

Material: I'll find this

 

 

Medical Bag

Model: https://www.dropbox.com/s/4gnzzvsgpc8rity/MedicalBag.obj?dl=1

Material:http://i.imgur.com/JpA0G42.jpg

Zippo

Model:https://www.dropbox.com/s/pugn4kl2dblu2qj/Zippo.obj?dl=0

Material: https://www.dropbox.com/s/x4u3a1onz6l91dw/Zippo.jpg?dl=0

 

Some  Random Fallout Things I ripped.

 

Blood Bag

Model:https://www.dropbox.com/s/cvaedh9yjygbnhi/Blood%20Bag.obj?dl=0

 

Material: https://www.dropbox.com/s/nifj09pndai48yq/Blood%20Bag.jpg?dl=0

 

2p4iHH0YXlGnshr4-AYLFvklwbc9lBcReTHup6AMM4_SmnuxXHWvNiBFbM4vT5ZDQbbtcHuS_DyDAO0EccDZjJFxWahNvdkwQ8XqTGjkUjFiDL2d2y1tMJD8Sep-iTCNsFWkv5gf

psiKEdb-KaVhazxizr088Q6FrrVyM4_qStI9y91BXad-5pnQfVzGn5nhedhuUtiQfsI04zlfCaTKC9CZbik5cHMaeOIknkXtIU0S2Q0krIcL-FYTBPMb-ynu9LSPUn2bqXbf0xHc

 

Stimpak

Model:https://www.dropbox.com/s/lwgzyqsgw3d06zl/Stimpak.obj?dl=0

 

Material:https://www.dropbox.com/s/lvclxyj8dy7tzo2/stimpack.jpg?dl=0

 

Stealthboy

Model:https://www.dropbox.com/s/s993cv9ebdybhi6/Stealth%20Boy.obj?dl=0

 

Material:https://www.dropbox.com/s/jnucz49a9amem3m/Stealth%20Boy.jpg?dl=0

 

 

BQIpmsL9LGhddhuJEKBk_jG5Jnj0hCW9X0GNHI6kzNAP4dc_RlfwcnAmQQdNvQpHkSUJmnrp5EF_IxR3pcowFqXjPh8SoPIjBc5dNFVmKyaEV97MMv-5-N4chPHc-fPsFcDz0oB8

 

Flamer Fuel

Model:https://www.dropbox.com/s/1fk6smif7n9bia1/Flamer%20Fuel.obj?dl=0

 

Material:https://www.dropbox.com/s/mk87ndr1a5yd5ju/flamerfuel_.jpg?dl=0

 

Fusion Cell

Model:https://www.dropbox.com/s/c2lvdwk2aagbaqb/MicroFusionCell.obj?dl=0

 

Material:https://www.dropbox.com/s/g3mu6z6f340stb4/microfusioncell_d.jpg?dl=0

 

Flare

Model:https://www.dropbox.com/s/9rq1y8vme6v4nf3/Flare.obj?dl=0

 

Material:https://www.dropbox.com/s/1bc3ddax7v863fn/flare_d.jpg?dl=0

 

 

 

 

Posted Originally by E. Fox (below)

 

Fallout Mask

Model

https://www.dropbox.com/s/8nt24tjor8ankdp/mask.obj?dl=0

Material

https://www.dropbox.com/s/oe5xe1lv5hp9nqp/NanoMask_d.jpg?dl=0

 

 

Originally Posted by Loaded Gun(Below)

 

Shegmah

Model

https://www.dropbox.com/s/glvsdx95xzlnguu/Shemagh.obj?dl=0

material

https://www.dropbox.com/s/e7garzm819j2ecb/shemagh.jpg?dl=0

 

 

Headband

Model

https://www.dropbox.com/s/2wzl9vfrnzin1i3/Headband.obj?dl=0

maeterial

https://puu.sh/pZm3C/d7df5d4b04.jpg

 

Avaitors

Model

https://www.dropbox.com/s/qxvzbvmwywuxrel/Aviators.obj?dl=0

material

https://puu.sh/pYKbN/f53006292b.jpg

 

Bandit mask

Model

https://www.dropbox.com/s/awpzo2c3i5q211j/Bandit Mask.obj?dl=0

material

https://www.dropbox.com/s/e7garzm819j2ecb/shemagh.jpg?dl=0

Dog Tags

Model

https://www.dropbox.com/s/qatpvstlodgonhn/Dog tags.obj?dl=0

Material

https://puu.sh/qguvH/437b1f6cd1.jpg

 

Colt Grip

Model

https://www.dropbox.com/s/703sa5pgoqx26gc/ColtGrip.obj?dl=0

Material

https://puu.sh/wFE7Z/366bfda647.png


 

Eyepatch

Model

https://www.dropbox.com/s/zh05r0dtjy9yxmz/Right_eyepatch.obj?dl=0

 

Material

https://puu.sh/wReZp/54f1568212.jpg

 

Material

https://i.gyazo.com/25e51dadbe0d6e2df9f792f575ddeeb5.jpg

Pouches

https://www.dropbox.com/s/st9lrykhcq79uwl/Chest_Pouches_1.obj?dl=0

 

https://www.dropbox.com/s/9s7dmpbdxqbk83e/Chest_Pouches_2.obj?dl=0

 

https://www.dropbox.com/s/wzni8kv0j9c5p41/Chest_Pouches_3.obj?dl=0

 

Given By DeadEye(below)

 

Camera

 

Model

https://www.dropbox.com/s/o3zu0ab9o0gsy1a/camera.obj?dl=0

Material

https://dl.dropbox.com/s/77x18sbx6408i8s/cameraFINAL.jpg?dl=0

 

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On 9/28/2018 at 4:37 PM, Ratatouille said:

Take note that I'm no PAC wizard like you guys, but this is how I create holstered weapons, that appear / disappear when equipped with PAC.

  Reveal hidden contents

Weapon Unequipped

BLzjHM3.jpg?1

 

Weapon Equipped

e8yVCtU.jpg

  1. Create a "group", by right clicking on the menu and clicking on "group".
  2. Create an "event" and make sure that the event is the child of the group; Meaning the event should be under the group.
  3.  Click on the newly created event and change the "event" parameter to "weapon_class".
  4.  Exit PAC and hold Q. Click on the weapons tab and right click on the weapon you want to be holstered. Then hit "Copy to Clipboard". (E.g.: If using the jackhammer shotgun: m9k_jackhammer)
  5. Reopen PAC and click on your event, then click on the space beside the "find" argument, at the bottom under arguments.
  6. Right click on the event and click on "model" to create a model. A white ball should now cover the subjects face. If not, make sure your character does not have the desired weapon equipped.
  7.  Click on the newly created model and click on the ellipsis beside "model" in the table, under "generic".
  8. Find the same model as your weapon. This step can take longer than usual, especially if you have countless add-ons installed.
  9. Change the "bone" parameter to the point nearest to the desired location; As in, where you want your weapon to be holstered. (E.g.: If you want a rifle holstered on your back, you'd pick "spine 2" as your target.)
  10.  Translate the model to the desired location.

 If done correctly, the model should disappear if the desired weapon is equipped; And reappear if the weapon is unequipped.

Better way to do this would be to 

  1. Make sure you are holding the weapon you'd like to edit for, and create the model with which you'd like to replace it

https://www.dropbox.com/s/7lz9szttlxt8a0e/20180930153231_1.jpg?dl=1

  1. Click the model, then go to the tools tab, from there, "show only with active weapon", then "show weapon"

https://www.dropbox.com/s/m3rotif2jag7n16/20180930153242_1.jpg?dl=1

  1. Then click on the event under the model that has been created, and uncheck the box "inverse" at the bottom, MAKE SURE THERE IS NOT A CHECK IN THE BOX!

https://www.dropbox.com/s/eka2i0f84ethrco/Inked20180930153310_1_LI.jpg?dl=1

 

 

 

On another note, that mentor thing sounds pretty cool. I like giving people advice and all that. 

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12 hours ago, redneckrOadkill said:

It would be nice if anyone with the Biotech PACs can post them here.

I know the models and whatnot are hard to find, so if someone could find them, I would love to add em.

2 hours ago, Fitz said:

On another note, that mentor thing sounds pretty cool. I like giving people advice and all that. 

Want me to put you down as someone people can ask PAC questions too?

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54 minutes ago, Mannulus said:

 I know the models and whatnot are hard to find, so if someone could find them, I would love to add em.

Want me to put you down as someone people can ask PAC questions too?

Yes, thanks.

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5 hours ago, Lalatina said:

Remember to fucking optimize your shitty pacs so we don't have to deal with the lag :D

How would you do that?

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49 minutes ago, redneckrOadkill said:

Here are three previous PAC Threads that are on the Forums

I have only been given permission from Argon for one, still working on the others.

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6 hours ago, Lalatina said:

Remember to fucking optimize your shitty pacs so we don't have to deal with the lag :D

1 hour ago, dog! said:

How would you do that?

Yes indeed, provide a tutorial on how to do such.

 

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Optimizing pac is simple. 

Step 1:  Don’t use a shit ton of imported models 

Step 2: Don’t add unneeded shit to it, rp is all about implying, so u don’t need to have every single piece of gear on ur person.

Step 3:  Use less groups, groups actually add to the lag via magical reasons.

Step 4: STOP USING SO MUCH IMPORTED SHIT, gmod is horribly optimized, and now ur just adding high poly models into it, so ur tanking the server.

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7 hours ago, Lalatina said:

Optimizing pac is simple. 

Step 1:  Don’t use a shit ton of imported models 

Step 2: Don’t add unneeded shit to it, rp is all about implying, so u don’t need to have every single piece of gear on ur person.

Step 3:  Use less groups, groups actually add to the lag via magical reasons.

Step 4: STOP USING SO MUCH IMPORTED SHIT, gmod is horribly optimized, and now ur just adding high poly models into it, so ur tanking the server.

No one has to listen to neir but he makes a fair point. Be as creative as you want to be as long as it is in realistic standards and doesn't go too overboard. If your PAC is out of regulation ICly you will get fucked for it so be careful.

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1 hour ago, Mannulus said:

Thanks for contributing @Lalatina!

 

I also took the time to add even more of Bohannon's contributions. Still hunting for the BT Models.

 

@El Excellente - Do you know if we can get an insert table function for posts?

just insert an html table

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47 minutes ago, El Excellente said:

just insert an html table

Doesn't work. Tried just copy and pasting my code as well as using the Insert Code method, neither work.

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