Garry's Mod

Garry's Mod

PMC Pack Redux (Playermodels & NPCs)
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Update: 28 Nov, 2023 @ 1:41pm

Lots of backend model tweaks, procedural bones for some animations, and now overhauled ragdoll physics, the original settings i created had various issues, very floaty and overall the original physics model the PMC pack had was a bit...poor.

so ive based the ragdoll physics on the combine soldiers with some tweaking, a new physics model based on the HL2 citizens with one minor edit, tested on default HL2 weapons and ArcCw based weapons (i dont have other bases installed), much more weighty and ragdolls will either flop right to the ground with some friction or fly backwards and sometimes flip if the force is hard enough.

Update: 28 Nov, 2023 @ 12:27am

Fixes to/outright new normalmaps, all exported assets from the games sourced thats used in the pack and cleaned up a bit instead of auto generated ones as was in the original release PMC pack, this includes ones like the NVG attachment for all the helmets, gasmask, caps, headsets, professionally made normals, generally better across the board.

Also refitted the holster with a USP in it and added another version with a surpressor on it because tacticool, and might aswell use the surpressor part of the sheet for something.

Update: 26 Nov, 2023 @ 9:06pm

Added a version of the Holster bodygroup with a gun inside it, honestly should have added that LONG ago.

Its just a reskinned CSS USP since i wanted to keep the vertex count consistent with the holster and have it be a single sheet to avoid the material limit.

Probably the last update ill make to these since im personally out of ideas and improvements that i can think of.

Update: 26 Nov, 2023 @ 3:32pm

Recompiled all models to instead use $opaque instead of $mostlyopaque due to sorting issues with particle FX causing the transparent materials to ALWAYS render ontop over them.

it wont look nearly as good but this avoids visual bugs.

Update: 24 Nov, 2023 @ 1:50pm

Added skins to all the PMC variants besides the Super Soldier, since there was only one head, i decided to add different alternate skintones, for extra variety and flavor while still keeping it somewhat cheap, although i am nearing the material limit on my cracked compiler that allows me to do this so i will avoid big additions bodygroup wise.

i also recompiled all the models since i never realized they never casted shadows until today, because the original person who compiled these models did NOT add $opaque or $mostlyopaque, which is a hard requirement for models to have shadows, this also fixes other visual bugs related to lighting i merely brushed off as a quirk of source, all models now have $mostlyopaque.

Lua Script was also rewritten (again) by Wolfyo to take advantage of the different skins.

Update: 23 Nov, 2023 @ 7:32pm

Lot of backend texture adjustments, a lot of materials were using envmaps with black alpha channels in the normalmaps, which means the models were using shaders you couldnt even see, so i corrected them all for all the PMC sets for SLIGHTLY more optimized texture usage and also cleaned up the shared normalmaps, fixed the Mich helmet normal as i realized it was a normal that was made for OpenGL and not DirectX (which is what gmod is in, basically inverted normalmap), so i inverted one of the channels and now it should react to lighting as it should be, and additional normalmaps for textures that didnt have any i made myself or took from other places.

Also slight re-UV tweaks to the left arm as it also had a similar error to the right arm patch, but the area above it.

Update: 23 Nov, 2023 @ 3:36am

Refitted all the new bodygroups a bit better around the balaclava (makes my life extremely hard the balaclava), got rid of the original modified headband mesh for the alt headphones and replaced it with the original PMC pack one since its more visually consistent that way, and added a missing beret counterpart (Beret with Headset + glasses) for NPCs.

I also re-UVed the body around the right arm so its no longer mirroring the logo if a logo texture is on it, something i learned from my Smod Tactical PMC pack since its based on that mesh loosely, now it should appear properly, its only noticeable on the ACU and SAS PMCs, as those are the only texture sets with logos on the arms.

Update: 22 Nov, 2023 @ 2:58pm

Fixed one of the NPC bodygroups.

Update: 22 Nov, 2023 @ 1:48pm

Added additional bodygroups backported from my SMOD Tactical PMCs, the glasses and headset specifically (the latter also already WAS in the PMC pack, used as the headphones by the Mich Helmet, just modeled a bit differently), including various bodygroup variants for NPCs.

Glasses was a easy port, couldnt get it to fit nicely with the balaclava however, and i had to improve the mesh of the alternate headset since the original had a myriad of issues, but now looks pretty visually consistent with the rest of the PMC pack assets.

Update: 17 Nov, 2023 @ 8:34pm

Redid the FP gloves again, based closer on the source quality gloves, with redone normals and alpha channel that shows off the phong better with more scratches and wrinkles, but still subtle enough to not be distracting.