Prop static: Difference between revisions
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Tip:To enforce consistency, physical models cannot, by default, be used by
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Creates a [[model]] that never moves, never animates, and cannot accept [[input]]. It represents the [[cheap]]est way to get a model into the world without | Creates a [[model]] that never moves, never animates, and cannot accept [[input]]. It represents the [[cheap]]est 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 <code>prop_static</code>'s model will be lit (and optionally shadow tested) per-vertex by [[vrad|VRAD]]. | Unlike all other model entities in Source, a <code>prop_static</code>'s model will be lit (and optionally shadow tested) per-vertex by [[vrad|VRAD]]. |
Revision as of 17:10, 25 April 2008
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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.

prop_static
. Use Hammer's model browser's "Info" tab to check for support.See also
Keyvalues
- <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 thefademaxdist
value will represent the *minimum* number of pixels wide covered by the prop when it fades.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), 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, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
- lightingorigin
- <target_destination> Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
- <boolean> Disable Vertex lighting.
- <boolean> Disable Self-Shadowing with vertex lighting.
- <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.