$staticprop: Difference between revisions

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The [[$staticprop]] [[QC command]] specifies that the model being compiled does not have any moving parts.  
The [[$staticprop]] [[QC command]] specifies that the model being compiled does not have any moving parts.
{{note|Despite the name, a model compiled with [[$staticprop]] does ''not'' always need to be used as [[prop_static]]. It may be placed as [[prop_static]] entity, or as [[prop_physics]] (if it also has [[propdata]] and a [[$collisionmodel]]).}}


* [[$staticprop]] does apply several useful optimisations to the model, so it should be used whenever possible:
{{note|Despite the name, compiling with [[$staticprop]] does ''not'' limit the model to use with [[prop_static]].}}
** It ''collapses all bones'' in the model into a single, rigid bone; so do not use for models with skeletal animation or ragdoll behavior.
 
** [[Vrad|VRAD]] will use the object's Collisionmodel when generating its Lightmap Shadows. <!-- surely this only applies when model is used as prop_static ? -->
[[$staticprop]] does apply several useful optimisations to the model, so it should be used whenever possible:
** {{todo|Other?}}
 
* It ''collapses all bones'' in the model into a single, rigid bone; so do not use for models with skeletal animation or ragdoll behavior.
* [[Vrad|VRAD]] will use the object's [[collision model]] when calculating [[Lightmap]]s. <!-- surely this only applies when model is used as prop_static ? -->
* {{todo|Other?}}


== QC syntax example==
== QC syntax example==

Revision as of 04:36, 26 April 2008

The $staticprop QC command specifies that the model being compiled does not have any moving parts.

Note.pngNote:Despite the name, compiling with $staticprop does not limit the model to use with prop_static.

$staticprop does apply several useful optimisations to the model, so it should be used whenever possible:

  • It collapses all bones in the model into a single, rigid bone; so do not use for models with skeletal animation or ragdoll behavior.
  • VRAD will use the object's collision model when calculating Lightmaps.
  • Todo: Other?

QC syntax example

$modelname		"weapons/shell.mdl"
$staticprop
$cdmaterials		"models/weapons/"
$body		shell	"shell-ref.smd"
$sequence	idle	"shell-idle.smd"	// A default animation is still required

Note how the command does not accept any parameters.