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 .MDLSimple .MDL: Converting Models

This part can be found under:

You can easily find it by clicking on the sign and typing model.

  • Add the Model part to your outfit
  • Click on next to model and select the model that you want.

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 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.

is explicit

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.

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.


The bone that the model is attached to. Click on 2) to select.


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

→ Read More


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


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.


Inverts the normals of the model.


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

→ Read More


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.


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

1) , 2)
Right Click on to list all available options.
  • Last modified: 22 months ago
  • by yagira