
Entity
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 โ See :group: Group: owner-name
Supports in-game models as well as custom .MDL files. โ Using MDL files in PAC
Location
This part can be found under:
- Right Click ยป 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 โ Using MDL files in PAC
- Upload it to an online hosting โ 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. โ 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
โ
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.
โ 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.
โ 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
โ
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 ).
โ Read More
angles
Changes the angle of the entity on each axis ( X Y Z ).
โ Read More
eye angles
Aims the entity at whatever you're looking at. Set angles to 0 0 0 for this to work properly.
โ Read More
position offset
โ Read More
angle offset
โ 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 Materials
- Simple .MDL: Converting Models
- Using MDL files in PAC
1)
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Right Click on to list all available options.