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.

  • Add the Entity part to your outfit
  • Click on next to model and select the model that you want to use as your entity.

Example of a custom playermodel.

Download: animegirl.txt

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.

is explicit

Marks the entity as explicit. Players using pac_hide_disturbing 1 won't be able to see it.

no draw

Makes the model invisible.

draw shadow

Makes the shadow under the model visible.

inverse kinematics

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.

Image Preview


draw order

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.

→ Read More


Color of the model in R G B format in the 0 - 1 range. Values over 1 increase 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.


Inverts the normals of the model.


Visibility of the entity. 1 means the entity is fully visible, 0 means it's invisible.

→ Read More


Changes the skin (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 1) to select.

ignore z

Ignores depth buffer. Renders the model in front of everything else.

no texture filtering

Disables texture filtering

blend mode

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.


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.

bone merge

Automatically bonemerges the model to your playermodel, only works if the bones match.

parent name

Parent of the entity. Click on 2) to select.

aim part name

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.


Changes the position of the entity on each axis (X Y Z).

→ Read More


Changes the angle of the entity on each axis (X Y Z).

→ Read More

eye angles

Aims the entity at whatever you're looking at. Set angles to 0 0 0 for this to work properly.

→ Read More

position offset

→ Read More

angle offset

→ Read More

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.

1) , 2) , 3)
Right Click on to list all available options.
  • Last modified: 2 years ago
  • (external edit)