This part lets you customize your entity (usually playermodel). Additional player-related configuration can be found in the player-config part.
Some of the settings can be used props or NPCs → See :group: Group: owner-name
Supports in-game models as well as custom .MDL files. → Using MDL files in PAC
This part can be found under:
You can easily find it by clicking on the sign and typing entity.
Example of a custom non-human playermodel with a custom animation set. → External animations.
Download: pony.txt
Path to an in-game model or a link to an .MDL zip.
Custom name of the entity that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.
Hides (disables) the entity. All children are hidden as well.
Marks the entity as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
Makes the model invisible.
Makes the shadow under the model visible.
Enables 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.
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Display order of transparent objects (alpha below 1). Models with higher draw order will appear in front of other models.
Changes the material of the entity. Click on to select. Custom materials and more advanced options are available through the :material: Material part.
Color of the model in R G B format in the 0 - 1 range. Values over 1 increase brightness.
Brightness of the model.
Disables lights/shadows on the model. Also known as fullbright.
Forces the model to show from both sides. Also known as double face.
Inverts the normals of the model.
Visibility of the entity. 1 means the entity is fully visible, 0 means it's invisible.
Changes the skin (texturegroup) of a model. This option appears even if the model doesn't have any additional skins.
Overrides the Level of Detail of the model. Higher number means lower model quality.
Makes the eyes follow a specified model/bone. Type the name in or click on 1) to select.
Ignores depth buffer. Renders the model in front of everything else.
Disables texture filtering
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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.
Height of the collision hull while standing.
Height of the collision hull while crouching. Your character will temporarily crouch when editing this, that isn't a bug.
Width of the collision hull.
Overall size of the entity.
Scales the collision hull and hitboxes as well.
Scale of the entity on each axis (X Y Z).
This only scales the visual model.
Automatically bonemerges the model to your playermodel, only works if the bones match.
Parent of the entity. Click on 2) to select.
Aims the entity at another part. Set angles to 0 0 0 for this to work properly.
The bone that the entity is attached to. Click on 3) to select.
Aims the entity at whatever you're looking at. Set angles to 0 0 0 for this to work properly.
This section only appears if the model has bodygroups that can be changed. All of the available bodygroups can be changed here.
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: material-override functionality.