prop_static
From Valve Developer Community
- Not to be confused with $staticprop.
prop_static is a core Source engine entity used to cheaply add a model to a map. It cannot move, animate, or accept input, and in fact doesn't even exist as an entity after being compiled.
A prop_static will collide with other objects, assuming it has a collision mesh, and unlike all other model entities is taken into account by vrad, leading to per-vertex static lighting and the casting of shadows onto nearby lightmaps.
Typically, the vast majority of models in a map will be prop_static.
Note: To enforce consistency, models with embedded physics data cannot by default be used by prop_static. Use Hammer's model browser's Info tab to check for support.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.
Tip: Hammer's model browser automatically updates this value if you use it to view different skins.
- 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).
- 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
fademindistvalue will represent the number of pixels wide covered by the prop when it starts to fade, while thefademaxdistvalue 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.)
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.)
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. Disables per-vertex lighting.
- disablevertexlighting (New with Episode One)
- <boolean> Disable Vertex lighting.
- disableselfshadowing (New with Episode One)
- <boolean> Disable Self-Shadowing with vertex lighting.
- ignorenormals (New with Episode One)
- <boolean> Ignore surface normal for computing vertex lighting.
- 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
The Ship
- targetname
- <target_source> The name that ship_base_interaction entities refer to this entity by.
