Prop static

From Valve Developer Community

This point-based entity is available in all Source games.

Creates a model that never moves, never animates, and cannot accept input. It represents the cheapest way to get a model into the world (without sacrificing solidity and shadows by using Prop detail).

Unlike all other model entities in Source, a prop_static's model will be lit (and optionally shadow tested) per-vertex by VRAD.

Tip.png Tip: To enforce consistency, physical models cannot, by default, be used by prop_static. Use Hammer's model browser's "Info" tab to check for support.
Image:note.png Note: This type of entity is only handled during vbsp compiling, and cannot be created or modified during runtime

See also

Keyvalues

  • model
<studio> World Model (Maximum string length: 128)
  • skin
<integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
  • disableshadows
<boolean> Used to disable dynamic shadow casting from this entity.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • mindxlevel
<choices> Minimum DX Level
Literal Value Description
0 default (lowest)
70 dx7
  • maxdxlevel
<choices> Maximum DX Level
Literal Value Description
0 default (lowest)
60 dx6
  • solid
<choices> Collisions - using other values may give undesired results
Literal Value Description
0 Not Solid
2 Use Bounding Box
6 Use VPhysics
  • screenspacefade
<boolean> The method by which the fading distance should be determined. If off, the fade distances is the distance from the player's view to the object, in inches. If on, the fade distance is the size of the object on screen, in pixels. The fademindist value will represent the number of pixels wide covered by the prop when it starts to fade, while the fademaxdist value will represent the *minimum* number of pixels wide covered by the prop when it fades.
  • fademindist
<float> Start Fade Dist/Pixels - Distance at which the prop starts to fade. (-1 = Use fademaxdist.)
Image:note.png Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
  • fademaxdist
<float> End Fade Dist/Pixels - Max fade distance at which the prop is visible. (0 = Don't fade out.)
Image:note.png Note: If this entity is in a 3D Skybox, this value will automatically be scaled properly.
  • fadescale
<float> Fade Scale - If you specify a fade in the worldspawn, or if the engine is running under dx7, the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
  • lightingorigin
<target_destination> Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
  • disablevertexlighting [Episode One Update]
<boolean> Disable Vertex lighting.
  • disableselfshadowing [Episode One Update]
<boolean> Disable Self-Shadowing with vertex lighting.
  • ignorenormals [Episode One Update]
<boolean> Ignore surface normal for computing vertex lighting.

The Ship

  • targetname
<target_source> The name that ship_base_interaction entities refer to this entity by.