This part lets you use in-game models as well as custom .MDL files.
Currently it doesn't support .OBJ files, if you want to use those try the model_legacy part.
.OBJ models are supported as well but you should consider converting to .MDL → Simple .MDL: Converting Models
This part can be found under:
You can easily find it by clicking on the sign and typing model.
Download: gift.txt — This is an example outfit using an imported .MDL file.
Path to an in-game model or a link to an .MDL file. If you wanna use .OBJ files add obj in front of the link, for example objhttp://link.com/model.obj
Custom name of the model that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.
Hides (disables) the model. All children are hidden as well.
Marks the model as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
Overall size of the model.
Scales the collision hull and hitboxes as well.
Scale of the model 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 model. Click on 1) to select.
Aims the model at another part. Set angles to 0 0 0 for this to work properly.
The bone that the model is attached to. Click on 2) to select.
Aims the model at whatever you're looking at. Set angles to 0 0 0 for this to work properly.
Color of the model in R G B format. Values over 1 increase brightness.
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 model. 1 means the model is fully visible, 0 means it's invisible.
Changes the material of the model. Click on to select. Custom materials and more advanced options are available through the :material: Material part.
Overrides the Level of Detail of the model.
Makes the eyes follow a specified model/bone. Playermodel only.
—
Display order of transparent objects (alpha below 1). Models with higher draw order will appear in front of other models.
Ignores depth buffer. Renders the model in front of everything else.
Disables texture filtering
blend mode |