This part lets you customize your weapon, change its position, etc.
Most of the setting are the same as the Model part.
This part acts a bit like the weapon_class event, attaching other parts to it will only show them with the selected class.
You can easily find it by clicking on the sign and typing weapon.
Weapon position can be changed by enabling override position.
Download: physgun_magic.txt
Any other part attached to the weapon will only appear when the selected weapon is active.
Download: weapon_props.txt
Custom name of the weapon that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.
Hides (disables) the weapon. All children are hidden as well.
Allows modifying the weapon's position.
The weapon that you want to customize. Click on to select.
Marks the weapon as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
Display order of transparent objects (alpha below 1). Parts with higher draw order will appear in front of other parts. Only works for parts in the same group.
Makes the weapon invisible.
Makes the shadow under the weapon visible.
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Ignores the depth buffer. Forces the weapon to render in front of other objects.
Color of the model in R G B format in the 0 - 1 range. Values over 1 increase brightness.
Changes the material of the weapon. Click on to select. Custom materials and more advanced options are available through the :material: Material part.
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 weapon. 1 means the weapon 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.
Disables texture filtering
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The bone that the weapon is attached to. Click on 2) to select.
Overall size of the weapon.
Scales the collision hull and hitboxes as well.
Scale of the weapon on each axis (X Y Z).
This only scales the visual model.
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Aims the weapon at another part. Set angles to 0 0 0 for this to work properly.
Changes the position of the weapon on each axis (X Y Z).
Changes the angle of the weapon on each axis (X Y Z).
Aims the weapon at whatever you're looking at. Set angles to 0 0 0 for this to work properly.
Aims the weapon at another part. Set angles to 0 0 0 for this to work properly.
Parent of the weapon. Click on 3) to select.
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.