Table of Contents Entity Location Usage & Examples In-game models Importing custom models Custom Playermodel Custom Non-Human Playermodel Properties Generic model name hide is explicit Appearance no draw draw shadow inverse kinematics translucent draw order material color brightness no lighting no culling invert alpha skin level of detail eye target name ignore z no texture filtering blend mode Hull standing hull height crouching hull height hull width Orientation size scale bone merge parent name aim part name bone position angles eye angles position offset angle offset Bodygroups Submaterials Related tutorials entity, part Entity 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 Location This part can be found under: Right Click » Entity You can easily find it by clicking on the sign and typing entity. Usage & Examples In-game models Add the 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 → Using MDL files in PAC Upload it to an online hosting → Hosting custom content online Add an Entity part and paste the link into the model field. Custom Playermodel Example of a custom playermodel. Download: animegirl.txt Custom Non-Human Playermodel Example of a custom non-human playermodel with a custom animation set. → External animations. Download: pony.txt Properties Generic model Path to an in-game model or a link to an .MDL zip. name Custom name of the entity that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts. hide 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. Appearance 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 translucent — draw order Display order of transparent objects (alpha below 1). Models with higher draw order will appear in front of other models. material 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 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 Visibility of the entity. 1 means the entity is fully visible, 0 means it's invisible. → Read More skin 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 — 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 Overall size of the entity. Scales the collision hull and hitboxes as well. scale 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. bone The bone that the entity is attached to. Click on 3) to select. position Changes the position of the entity on each axis (X Y Z). → Read More angles 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 Bodygroups This section only appears if the model has 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: material-override functionality. Related tutorials Basic MaterialsSimple .MDL: Converting ModelsUsing MDL files in PAC 1) , 2) , 3) Right Click on to list all available options. Last modified: 3 years ago(external edit) Log In