Table of Contents Model Location Usage & Examples In-game models Importing custom models Properties Generic model name hide is explicit Orientation size scale bone merge parent name aim part name bone position angles eye angles position offset angle offset Appearance color no lighting no culling invert alpha material level of detail eye target name translucent draw order ignore z no texture filtering Related tutorials model, part Model 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 Location This part can be found under: Right Click » Model You can easily find it by clicking on the sign and typing model. Usage & Examples In-game models Add the Model part to your outfit Click on next to model and select the model that you want. Importing custom models Zip the .MDL file → Using MDL files in PAC Upload it to an online hosting → Hosting custom content online Add a Model part and paste the link into the model field. Download: gift.txt — This is an example outfit using an imported .MDL file. Properties Generic model 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 name Custom name of the model that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts. hide Hides (disables) the model. All children are hidden as well. is explicit Marks the model as explicit. Players using pac_hide_disturbing 1 won't be able to see it. Orientation size Overall size of the model. Scales the collision hull and hitboxes as well. scale Scale of the model 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 model. Click on 1) to select. aim part name Aims the model at another part. Set angles to 0 0 0 for this to work properly. bone The bone that the model is attached to. Click on 2) to select. position Changes the position of the model on each axis (X Y Z). → Read More angles Changes the angle of the model on each axis (X Y Z). → Read More eye angles Aims the model 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 Appearance color Color of the model in R G B format. Values over 1 increase brightness. 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 model. 1 means the model is fully visible, 0 means it's invisible. → Read More material Changes the material of the model. Click on to select. Custom materials and more advanced options are available through the :material: Material part. → Read More level of detail Overrides the Level of Detail of the model. eye target name Makes the eyes follow a specified model/bone. Playermodel only. translucent — draw order Display order of transparent objects (alpha below 1). Models with higher draw order will appear in front of other models. ignore z Ignores depth buffer. Renders the model in front of everything else. no texture filtering Disables texture filtering blend mode Related tutorials Basic MaterialsSimple .MDL: Converting ModelsUsing MDL files in PAC 1) , 2) Right Click on to list all available options. Last modified: 2 years agoby yagira Log In