{{tag>entity part}} {{htmlmetatags>metatag-keywords=(pac3, wiki, part, model, entity, playermodel, mdl, zip) metatag-description=(Used for entity customization. Supports custom .MDL files.) metatag-og:title=(Entity | Part | PAC3) metatag-og:description=(Used for entity customization. Supports custom .MDL files.) }} ====== Entity ====== This part lets you customize your entity (usually playermodel). Additional player-related configuration can be found in the [[:part:player-config]] part. Some of the settings can be used props or NPCs -> See :group: [[part:group:#owner-name| Group: owner-name]] Supports in-game models as well as custom **.MDL** files. -> [[:tutorial:using-mdl-files]] ===== Location ===== This part can be found under: * Right Click >> [[:part:entity]] {{page>:includes#location}} ===== Usage & Examples ===== ==== In-game models ==== * Add the [[:part:entity]] part to your outfit * Click on (...) next to [[#model]] and select the model that you want to use as your entity. ==== Importing custom models ==== * Zip the **.MDL** file -> [[:tutorial:using-mdl-files]] * Upload it to an online hosting -> [[:tutorial:hosting]] * Add an [[:part:entity]] part and paste the link into the [[#model]] field. {{:part:entity:entity_playermodel.jpg?direct|}} ==== Custom Playermodel ==== Example of a custom playermodel. {{fa>download?color=#7ab353&fw&lg}} **Download:** {{:tutorial:mdl:animegirl.txt}} {{:part:entity:entity_nonhuman.jpg?direct|}} ==== Custom Non-Human Playermodel ==== Example of a custom non-human playermodel with a custom animation set. -> [[tutorial:using-mdl-files#external-animations|External animations.]] {{fa>download?color=#7ab353&fw&lg}} **Download:** {{:tutorial:mdl:pony.txt}} ===== Properties ===== ==== Generic ==== == model == Path to an in-game model or a link to an **.MDL** zip. == name == {{section>property:name#include&inline}} == hide == {{section>property:hide#include&inline}} == is explicit == {{section>property:is explicit#include&inline}} ==== Appearance ==== == no draw == Makes the model invisible. == draw shadow == Makes the shadow under the model visible. == inverse kinematics == Enables [[https://developer.valvesoftware.com/wiki/$ikchain|Inverse Kinematics]]. This is mainly used to make arms follow the weapon properly, otherwise they will just float instead of actually holding the weapon. Disable this option if you want to pose each arm independently. Image Preview {{:part:entity:entity_inverse_kinematics.jpg?direct|}} == translucent == --- == draw order == Display order of transparent objects ([[#alpha]] below 1). Models with higher draw order will appear in front of other models. == material == {{section>property:material#include&inline}} [[property:material|→ Read More]] == color == Color of the model in R G B format in the 0 - 1 range. Values over 1 increase brightness. == brightness == Brightness of the model. == no lighting == Disables lights/shadows on the model. Also known as fullbright. == no culling == Forces the model to show from both sides. Also known as double face. == invert == Inverts the normals of the model. == alpha == {{section>property:alpha#include&inline}} [[:property:alpha|→ Read More]] == skin == Changes the skin ([[https://developer.valvesoftware.com/wiki/$texturegroup|texturegroup]]) of a model. This option appears even if the model doesn't have any additional skins. == level of detail == Overrides the **Level of Detail** of the model. Higher number means lower model quality. == eye target name == Makes the eyes follow a specified model/bone. Type the name in or click on (...)((**Right Click** on (...) to list all available options.)) to select. == ignore z == Ignores depth buffer. Renders the model in front of everything else. == no texture filtering == Disables texture filtering == blend mode == --- ==== Hull ==== The collision hull is used for player/prop/world collisions. Also acts as a hitbox for projectiles. Hitscan hitboxes need to be inside of the collision hull to work properly. Requires pac_modifier_size 1. ---- == standing hull height == Height of the collision hull while standing. == crouching hull height == Height of the collision hull while crouching. Your character will temporarily crouch when editing this, that isn't a bug. == hull width == Width of the collision hull. ==== Orientation ==== == size == {{section>property:size#include&inline}} Scales the collision hull and hitboxes as well. == scale == {{section>property:scale#include&inline}} This only scales the visual model. == bone merge == Automatically bonemerges the model to your playermodel, only works if the bones match. == parent name == {{section>property:parent#include&inline}} == aim part name == {{section>property:aim-part#include&inline}} == bone == {{section>property:bone#include&inline}} == position == {{section>property:position#include&inline}} [[:property:position|→ Read More]] == angles == {{section>property:angles#include&inline}} [[:property:angles|→ Read More]] == eye angles == {{section>property:eye angles#include&inline}} [[:property:eye angles|→ Read More]] == position offset == {{section>property:position offset#include&inline}} [[:property:position offset|→ Read More]] == angle offset == {{section>property:angle offset#include&inline}} [[:property:angle offset|→ Read More]] ==== Bodygroups ==== This section only appears if the model has [[https://developer.valvesoftware.com/wiki/$bodygroup|bodygroups]] that can be changed. All of the available bodygroups can be changed here. ==== Submaterials ==== This section allows you to change all of the submaterials on the model. Works with in-game materials (Click (...) to select), materials created in PAC (type in the name of the material part), or texture links. Changing any material on this list disables the :material: [[:part:material#material-override]] functionality. ===== Related tutorials ===== {{topic>tutorial +model}}