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Mannulus

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Posts posted by Mannulus

  1. 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.

  2. 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.

  3. 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?

  4. 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

     

     

     

     

    • Like 1
    • Useful 3
  5. On 9/21/2018 at 2:06 AM, OpTiCFaZeSoCkzZz said:

    Leana Wells 'thinks really hard about shitting on Stevenson.'

    Liliana Verbeck 'Remains blank minded, staring at the floor'

    Leana Wells 'changes her tactic. She begins thinking really hard about holding Verbeck's hand.'

     

    Liliana Verbeck rolled 93

    Leana Wells rolled 80

     

    Leana Wells'was still thinking really hard about holding Verbeck's hand, staying silent as she concentrated.'

     

    Liliana Verbeck rolled 70

    Leana Wells rolled 47

     

    Liliana Verbeck 'Seems to remain blank faced, sniffling slightly'

    Leana Wells 'imagines sloooowly reaching over to rest her hand on Verbeck's as they sit together on a bus, two total strangers in this scenario.'

     

    Leana Wells rolled 38

    Liliana Verbeck rolled 96

     

    Leana Wells 'frowned as Mental Verbeck pulled her hand away.'

    Liliana Verbeck: You are doing a dreadful job, Wells.

    Leana Wells 'starts thinking really, REALLY hard about hugging Verbeck.'

     

    Leana Wells rolled a 86.

    Liliana Verbeck rolled a 97

     

    Leana Wells 'was visibly tense as she put all of her effort into using her big brain, the cogs slooowly turning as she pictured Verbeck and herself together at a table, a single candle between them, eating Chinese food and staring lovingly at each other, blowing kisses back and fourth.'

     

    Leana Wells rolled a 98.

    Liliana Verbeck rolled a 50.

     

    Liliana Verbeck 'Cringed visibly, a shiver running down their spine as they emitted a low "eugh"'

    Leana Wells 'slowly grinned.'

    Leana Wells 'mentally reaches to touch Verbeck's hand now that she was trapped in this mental hell.'

     

    Liliana Verbeck rolled 38.

    Leana Wells rolled 79.

     

    Lilian Verbeck 'Shook her head somewhat, groaning "Wells!"'

    Leana Wells 'burst into laughter, shaking her head. "You have soft hands, Ma'am."'

    Liliana Verbeck: I will strangle you

    Leana Wells: I'll die comfortably, Ma'am.

    I demand more.

     

    Also, I ship it.

  6. Finally overhauled the entire bio. Relations should be a lot easier to read due to the dropdowns and easier text.

     

    Updated:

    @Jun Nagase - Sabine (Its only 4 months overdue.)

    @Troy Hughes - Hughes 

    @Coleision - Holiday - Updated, again. Sorry fam.

     

    Changed:

    @StevieJr - Chevosky / Simplified the finale to just part 1 as the overall summary.

     

    - Update me too u jerks, otherwise imma cri <(;-;<) (Except Stevie cause Chev dead. Unless Stevenson has an update.)

    • Optimistic 1
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