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Open Mremenar opened this issue 8 months ago • 17 comments

Let me rephrase my initial request: Would you consider adding functionality where a PAC3 outfitted character could be exported to .fbx file format (for use in Unreal Engine 5) if I paid you?

Ideally, I wouldn't need to manually adjust skins or skeletal rigging. There is a video "How To Get GMOD Models Into Unreal Engine" https://www.youtube.com/watch?v=GRAsFyzuy_c but this is a rather drawn out/convoluted way to do it, and it doesn't cover PAC3 modeling. I'd rather pay you directly and have you create the 'one-click' option to export out of PAC3 to .fbx, What do you say? thegrb93? bjoern90? wrefgetzweve?

$$$

Mremenar avatar Apr 16 '25 00:04 Mremenar

You might be able to get someone to make a python script that runs those de-compilation tools, converts the pac outfit to json, and generates a .blend file. Not sure I'd want to go through that pain though.

thegrb93 avatar Apr 16 '25 01:04 thegrb93

Thing is, if you offer money, then all cards must be on the table. The question is no longer "would someone do it if you pay" but "how much are you going to offer to get someone to do it". I think it's fine to discuss this in public.

No concrete offer = no incentive = no candidates will step forward.

I would agree that it should probably be a Blender Python script, possibly accompanied by a Lua script to easily interpret the pac3 data, that may or may not be an extra step.

The rig doesn't need to be remade (unless engine differences make it not supported as a playermodel). It already exists in the entity's main model. When you import a decompiled model in Blender, it has the rig (armature).

Anything inside is just another object parented straight to a bone. I won't say for sure what the implementation details are, but it's probably a bunch of very simple operations if it's simply to attach props. I assume you're not melding multiple organic models with weights into one skeleton with a hundred bone modifiers, you can cross that bridge when you get there.

There. You have an outline. We got you started. If I were more mercantile-minded, I'd consider this as a few billable minutes (consultation services), but I jest. Although some people conveniently pick between professing their intent to pay or freely using volunteer work (i.e. the knowledge byproducts of this very discussion thread) when it suits them.

pingu7867 avatar Apr 16 '25 01:04 pingu7867

I put an ad up on Fiverr offering $300 for someone to add the export functionality.  I’ve had a couple of responses, but they are just vague enough to make me believe that they really have no idea what the job will entail.Respectfully, what do you estimate the time will be for the work to implement your idea?“Fall seven times; stand up eight.”—Japanese proverbOn Apr 15, 2025, at 6:49 PM, pingu7867 @.> wrote: Thing is, if you offer money, then all cards must be on the table. The question is no longer "would someone do it if you pay" but "how much are you going to offer to get someone to do it". I think it's fine to discuss this in public. No concrete offer = no incentive = no candidates will step forward. I would agree that it should probably be a Blender Python script, possibly accompanied by a Lua script to easily interpret the pac3 data, that may or may not be an extra step. The rig doesn't need to be remade (unless engine differences make it not supported as a playermodel). It already exists in the entity's main model. When you import a decompiled model in Blender, it has the rig (armature). Anything inside is just another object parented straight to a bone. I won't say for sure what the implementation details are, but it's probably a bunch of very simple operations if it's simply to attach props. I assume you're not melding multiple organic models with weights into one skeleton with a hundred bone modifiers, you can cross that bridge when you get there. There. You have an outline. We got you started. If I were more mercantile-minded, I'd consider this as a few billable minutes (consultation services), but I jest. Although some people conveniently pick between professing their intent to pay or freely using volunteer work (i.e. the knowledge byproducts of this very discussion thread) when it suits them.—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: @.>

pingu7867 left a comment (CapsAdmin/pac3#1399) Thing is, if you offer money, then all cards must be on the table. The question is no longer "would someone do it if you pay" but "how much are you going to offer to get someone to do it". I think it's fine to discuss this in public. No concrete offer = no incentive = no candidates will step forward. I would agree that it should probably be a Blender Python script, possibly accompanied by a Lua script to easily interpret the pac3 data, that may or may not be an extra step. The rig doesn't need to be remade (unless engine differences make it not supported as a playermodel). It already exists in the entity's main model. When you import a decompiled model in Blender, it has the rig (armature). Anything inside is just another object parented straight to a bone. I won't say for sure what the implementation details are, but it's probably a bunch of very simple operations if it's simply to attach props. I assume you're not melding multiple organic models with weights into one skeleton with a hundred bone modifiers, you can cross that bridge when you get there. There. You have an outline. We got you started. If I were more mercantile-minded, I'd consider this as a few billable minutes (consultation services), but I jest. Although some people conveniently pick between professing their intent to pay or freely using volunteer work (i.e. the knowledge byproducts of this very discussion thread) when it suits them.

—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: @.***>

Mremenar avatar Apr 16 '25 03:04 Mremenar

I could likely do a simple implementation in a day using python and .blend file format (using crowbar, vtfedit, blender source tools). However, the time and price will vary with however many pac3 features you'd like to be exportable. An example outfit and list of requirements would also be helpful.

thegrb93 avatar Apr 16 '25 04:04 thegrb93

An android made of pieces of other androids, 5 or 6 body parts total. Human characters with no more than 5 or 6 costume pieces.

Mremenar avatar Apr 16 '25 14:04 Mremenar

Also, being able to put guns in holsters, knives and swords in sheaths, would be a nice plus.
How would you like to do the transaction?

This is the offer I put up on Fiverr:

Garry's Mod PAC3 Export Functionality Project goal

To enhance a Garry's Mod PAC3 with the capability to export characters as .OBJ or .FBX files. Scope of work

  • Integrate new coding functionalities into the existing PAC3 setup for Garry's Mod.

  • Enable the export of PAC3 outfitted characters as .OBJ and .FBX files. Additional information

  • Requires experienced coder with specific knowledge in PAC3 for Garry's Mod. Character modeling purpose

Game Budget

$300 Timeline

Flexible delivery date

https://www.fiverr.com/briefs/manage/67fad926770c3321d104d637/offers?

Mremenar avatar Apr 17 '25 03:04 Mremenar

Hi All,Just following up since I haven’t heard from you in a week.  Will you accept the job (Fiverr)? M“Fall seven times; stand up eight.”—Japanese proverb

On Apr 16, 2025, at 7:22 AM, Marc Remenar @.***> wrote: Android made of pieces of others -- 5 or 6 body parts total. Human characters with no more than 5 or 6 costume pieces.

I could likely do a simple implementation in a day using python and .blend file format (using crowbar, vtfedit, blender source tools). However, the time and price will vary with however many pac3 features you'd like to be exportable. An example outfit and list of requirements would also be helpful.—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: @.***>

thegrb93 left a comment (CapsAdmin/pac3#1399) I could likely do a simple implementation in a day using python and .blend file format (using crowbar, vtfedit, blender source tools). However, the time and price will vary with however many pac3 features you'd like to be exportable. An example outfit and list of requirements would also be helpful.

—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: @.***>

Mremenar avatar Apr 22 '25 14:04 Mremenar

Hi Again, sorry to push. I have a project that I hope to be animating shortly. I need to know if you will accept my offer/have this functionality for PAC3 available soon, or do I need to hire a modeler to create an alien race for me? I'm hoping the former, I'd rather pay you guys. Talk to ya soon!

Mremenar avatar Apr 27 '25 00:04 Mremenar

It will not be done.

There have been no definitive or affirmative responses for this. If such a person was lurking here, you'd have them by now. I'm not interested, for one. I speak for myself. But, after pointing out the lack of responses, I absolutely won't dangle a false hope that anyone else might stake themselves into this task either.

When it's time to get to work, you must get to work now with the avenues you actually have. We've bounced some ideas around, but talk is just talk. And brainstorming isn't any proof that we'll be interested to actually take the time. It just means we're considering the outline and trying to see if your idea is workable. But waiting on people who aren't explicitly engaged in your project isn't gonna get concrete work done.

pingu7867 avatar Apr 27 '25 01:04 pingu7867

Yeah, you are better off building what you want in your 3D software without an extractor tool. An even bigger challenge is having a tool that can find which .gcf and .gma the model is in and extracting from that. Just a big pain.

thegrb93 avatar Apr 27 '25 01:04 thegrb93

Ok. Thank you for taking the time to talk with me about this. Your work that you have put in so far making this addon work for GMOD is highly appreciated.

Mremenar avatar Apr 27 '25 02:04 Mremenar

A final thought: Perhaps PAC3 to .FBX is shooting too high. On 4/14 wrefgtzweve said "People have made pac to obj before, it's doable by grabbing all the active rendering models and then converting it over to a obj (stuff like prop2mesh already can do props to obj) You'd have to rig it manually though"

I would be ok with doing the rigging.

Would rewording this offer to "add the PAC3 functionality to export to .OBJ" be enticing to anyone here?

I don't know enough about coding, so forgive me if this is a party-foul, but could you guys use ChatGPT to make it easier to accomplish?

Mremenar avatar Apr 27 '25 03:04 Mremenar

AI slop knows next to nothing about Garry's Mod or PAC, that won't cut it.

If you're using stock props, you can probably get them into Blender using Crowbar like you normally would with addons, but I'll have to check if exporting base GMod models is an option. Otherwise, gluing other models to an exported playermodel is not too hard to do in Blender the way you would in PAC for UE5, especially if these said models are available on the workshop, were already OBJs imported to PAC, etc... just weight paint them onto the bone you want the way PAC assigns models to bones

Asiliria avatar Apr 27 '25 17:04 Asiliria

Like I said in #1396, there is a video "How To Get GMOD Models Into Unreal Engine" https://www.youtube.com/watch?v=GRAsFyzuy_c which I have been using. The challenge is that not every model can be found, partially because of the changes to how GMOD lists it's addons, partially because the models are sometimes not in a recognizable format, and partially because I don't know how to sort out and find models like in the TF2 port-over. I've also followed Blender tutorials on splicing and recombining models, but not every model that I need (in an ideal world) is available online.

Being able to export directly out of PAC3, even just to .OBJ format would be hugely significant for the parody animation project that I am working on.

My hope is that the cash offer that I made would be of interest to any of you. Communication is appreciated.

I have nothing but respect for the work that you have done to make PAC3.

Mremenar avatar Apr 27 '25 21:04 Mremenar

Nobody wants the cash? Even with stepping the export down to .obj?

Mremenar avatar May 01 '25 13:05 Mremenar

Maybe using 2d to 3d ai is a good enough? You'll still have to rig the model though.

https://youtu.be/98pIeN-3A3Q https://synexa.ai/explore/tencent/hunyuan3d-2

(this can be run locally for free if you have a good enough gpu)

CapsAdmin avatar May 02 '25 00:05 CapsAdmin

Nobody wants the cash? Even with stepping the export down to .obj?

You'd still have to extract materials by hand which I'm sure you wouldn't be satisfied with. It's just as tedious as doing the models by hand.

thegrb93 avatar May 02 '25 02:05 thegrb93