> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/basics/good-to-know/first-person-and-tint-effects.md).

# First Person & Tint Effects

## Introduction

The **First Person & Tint Effects** features in Durty Cloth Tool allow users to fine-tune clothing and prop behavior when viewed in first-person perspective. These features help prevent visual glitches and improve immersion through **First Person Models**, **First Person Mask Models**, and **TimeCycle Modifiers**.

<figure><img src="/files/SwwcVMYRlHBIHPuwGmUh" alt=""><figcaption><p>Durty Cloth Tool First Person Features demo</p></figcaption></figure>

## **First Person Model (Prevent Glitching)**

The **First Person Model** option is available for specific clothing types like **accessories**, **undershirts**, **armor**, and **tops**. It allows you to define a special version of a clothing item that is only loaded when the player is in first-person view. This model helps prevent clipping or glitching of items into the player's camera in first-person mode.

* **Purpose:** The First Person Model ensures that no part of the clothing obstructs the player's first-person view, eliminating visual clipping issues.
* **Use Case:** For example, if an armor vest clips into the first-person camera, defining a First Person Model for the vest ensures it does not interfere with the view.
* **Configuration:** Available for clothing types such as accessories, undershirts, armor, and tops to prevent first-person glitches.

## **First Person Mask Model (Immersion)**

<figure><img src="/files/fBaPL6DvH4ZfrD1QXlW6" alt=""><figcaption><p>Editing a Head Prop (Hats) in Durty Cloth Tool</p></figcaption></figure>

The **First Person Mask Model** option is defined per **Cloth Drawable** and is available for props such as **prop heads**, **prop eyes**, **comp masks**, and **undershirts**. This model provides visual immersion by rendering the edges of masks, helmets, or goggles when in first-person view. Unlike the **First Person Model**, which prevents glitches, the Mask Model enhances realism by displaying part of the item in the player's view.

* **Purpose:** Provides visual immersion by rendering the borders of items like masks or goggles, giving players a more realistic sense of wearing the item.
* **Example Use Case:** A scuba mask in first-person view will show its borders, enhancing the immersion and making it feel like the player is wearing the mask.
* **Configuration:** Define the **Mask Model** per Cloth Drawable for specific items like prop heads, eyes, masks, and undershirts.

{% hint style="info" %}
See [Prop Mask Models](/game-mechanics/prop-mask-models.md) for a full list of all prop mask models and some example image of them.
{% endhint %}

## **TimeCycle Modifier (Tint Effects)**

<figure><img src="/files/HNt0OS4nxb2dy9UDY8eN" alt=""><figcaption><p>Durty Cloth Tool First Person &#x26; Tint Effects Showcase</p></figcaption></figure>

The **TimeCycle Modifier** applies tint effects or visual adjustments to the player's screen when specific textures are worn. The **TimeCycle Modifier** and its **Intensity** are defined **per cloth texture variation**, allowing for a wide range of visual effects like tinting glasses or darkening lenses.

* **Purpose:** Adds color or lighting effects to simulate wearing tinted glasses or looking through specific lenses.
* **How It Works:** The **TimeCycle Modifier** is a post-processing effect applied when certain cloth textures are equipped. It can simulate various visual effects, from color tints to lighting changes.
* **TimeCycle Intensity:** The intensity of the effect can be adjusted between **0.1** and **1.0** to control the strength of the tint.
* **Important Note:** The effect must be tested **in-game**, as real-time preview is not available within Durty Cloth Tool.

> *Example Use Case:* Applying a TimeCycle Modifier to a pair of sunglasses will darken the view through the lenses, mimicking the effect of wearing tinted shades. Adjust the intensity to match the desired look.

{% hint style="warning" %}
Keep in mind that TimeCycle Modifier and Intensity option is saved per Cloth Texture Variation. It has to be set for every individual Cloth Texture.
{% endhint %}

## Summary

By leveraging **First Person Models** to prevent visual glitches, **First Person Mask Models** to enhance realism, and **TimeCycle Modifiers** to add tint effects, you can ensure that your clothing and props behave properly in first-person view, improving the overall immersion and gameplay experience. These options are flexible and can be customized for different items and texture variations to meet your specific design needs.
