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Mannulus

The PAC Collective

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Uploading a bunch of hairs for people to use.

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.

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2 hours ago, El Excellente said:

i wish people spent this amount of effort on the server rather than on personal PACs

PAC's are not locked behind admin bureaucracy.

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Just now, Jun Nagase said:

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

ohh i wunna use et

 

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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

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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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you guys are ridiculous and need to get your filesize in order.

most of your textures can be reduced to a mere kb without a loss of quality and you're going with 70 mb textures for hairs and other minor details

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5 hours ago, El Excellente said:

you guys are ridiculous and need to get your filesize in order.

most of your textures can be reduced to a mere kb without a loss of quality and you're going with 70 mb textures for hairs and other minor details

Feel free to contribute with optimized textures.

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On 12/1/2018 at 7:45 PM, Mannulus said:

Feel free to contribute with optimized textures.

Sure; Done.

 

Mobile Infantry Uniform content textures have been shrinked from 482 MB to 80. The result is a .GMA sized at 26 MB and a second workshop addon for the materials is now redundant; your turn.

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10 hours ago, El Excellente said:

Sure; Done.

 

Mobile Infantry Uniform content textures have been shrinked from 482 MB to 80. The result is a .GMA sized at 26 MB and a second workshop addon for the materials is now redundant; your turn.

Danke Schön.

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