prop_static

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Not to be confused with the $staticprop QC command.

Contents

prop_static is an internal point entity available in all Source games. It is used to cheaply add a model to the world. It cannot move, animate, or accept input, and in fact doesn't actually exist as an entity after the map has been compiled. The vast majority of models appearing in a typical map are prop_static.

A prop_static will collide with other objects assuming it has a collision mesh, and, unlike all other model entities, is lit per-vertex and casts shadows onto lightmaps.

Note:Models with $bumpmaped materials are never lit per-vertex.

Consistency

In order to enforce consistency of behaviour, models with embedded physics data cannot be prop_static. Use the Hammer Model Browser's info tab to check for support.

See also

Keyvalues

Collisions <choices>
How the prop should interact with other objects.
  • Not solid
  • Use bounding box
  • Use VPhysics (default)
Screen Space Fade <bool>
If enabled, the prop will fade out based on how many screen pixels it covers. The start and end fade distances come to represent the pixels that the prop covers at the start and end of its fade when this is enabled.
Lighting Origin <targetname>
An info_lighting from which to sample lighting (instead of the model's origin). Disables per-vertex lighting.
Disable Vertex lighting <bool>
Prop will be lit uniformly with a lighting value sampled from its origin. Enable this if the entity is not shadowed by another object.
Disable Self-Shadowing with vertex lighting <bool>
Prop will not cast shadows on itself when per-vertex lighting is calculated.
Ignore surface normal for computing vertex lighting <bool>
A surface normal defines the direction from which each polygon is brightest-lit, and how much light is received. You can ignore this setting most of the time.

Studiomodel:

World Model <string>
The model this entity should appear as. 128-character limit.
Skin <int>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Note:Disable shadows applies to lightmap shadows for prop_static, not RTTs.

BaseFadeProp:

Start Fade Dist <float>
End Fade Dist <float>
Distances at which the prop start and finish fading.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop is in a 3D Skybox.
Fade Scale <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: 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. Using 0 turns off the forced fade altogether.

DXLevelChoice:

Minimum DX Level <choices>
Maximum DX Level <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
  • Default (no bounding)
  • DX7
  • DX8
  • DX8.1
  • DX9 SM2
  • DX9 SM3

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

<The Ship> The Ship KVs

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