Table of Contents Weapon Location Usage & Examples Basic Customization Weapon Position | Custom Physgun Weapon Attachments Properties Generic name hide override position class is explicit draw order Appearance no draw draw shadow translucent ignore z color material brightness no lighting no culling invert alpha skin level of detail eye target name no texture filtering blend mode Orientation bone size scale bone merge legacy transform aim part name position angles eye angles position offset angle offset aim part parent Bodygroups Submaterials Related tutorials weapon, part Weapon 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. Location This part can be found under: Entity → Weapon You can easily find it by clicking on the sign and typing weapon. Usage & Examples Basic Customization Add the Weapon part to your outfit Click on next to class and select the weapon that you want to customize Weapon Position | Custom Physgun Weapon position can be changed by enabling override position. Download: physgun_magic.txt Weapon Attachments Any other part attached to the weapon will only appear when the selected weapon is active. Download: weapon_props.txt Properties Generic name Custom name of the weapon that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts. hide Hides (disables) the weapon. All children are hidden as well. override position Allows modifying the weapon's position. class The weapon that you want to customize. Click on to select. is explicit Marks the weapon as explicit. Players using pac_hide_disturbing 1 won't be able to see it. draw order 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. Appearance no draw Makes the weapon invisible. draw shadow Makes the shadow under the weapon visible. Read More translucent — ignore z Ignores the depth buffer. Forces the weapon to render in front of other objects. Read More color Color of the model in R G B format in the 0 - 1 range. Values over 1 increase brightness. material Changes the material of the weapon. Click on to select. Custom materials and more advanced options are available through the :material: Material part. Read More 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 weapon. 1 means the weapon 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. no texture filtering Disables texture filtering blend mode — Orientation bone The bone that the weapon is attached to. Click on 2) to select. size Overall size of the weapon. Scales the collision hull and hitboxes as well. scale Scale of the weapon on each axis (X Y Z). This only scales the visual model. bone merge — legacy transform — aim part name Aims the weapon at another part. Set angles to 0 0 0 for this to work properly. position Changes the position of the weapon on each axis (X Y Z). Read More angles Changes the angle of the weapon on each axis (X Y Z). Read More eye angles Aims the weapon 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 aim part Aims the weapon at another part. Set angles to 0 0 0 for this to work properly. Read More parent Parent of the weapon. Click on 3) to select. 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