
Weapon
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 â 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
â
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
â
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
â
legacy transform
â
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 Materials
- Simple .MDL: Converting Models
- Using MDL files in PAC
1)
, 2)
, 3)
Right Click on to list all available options.