Prop static: Difference between revisions

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{{wrongtitle|title=prop_static}}
{{wrongtitle|title=prop_static}}


== Entity Description ==
== Entity description ==
A prop that doesn't move and doesn't animate. This entity is built into its designated lump in the map and is not networked. The shadow cast by this entity is generated at compile time from the [[collision model]] ''or'' at polygon precision - see [[vrad]] for the compile parameters.
A prop that doesn't move and doesn't animate. This entity is built into its designated lump in the map and is not networked. The shadow cast by this entity is generated at compile time from the [[collision model]] ''or'' at polygon precision - see [[vrad]] for the compile parameters.


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{{intent}}
{{intent}}


==Keyvalues==
== Keyvalues ==
* '''model'''
* '''model'''
: <studio> World Model (Maximum string length: 128)
: <studio> World Model (Maximum string length: 128)

Revision as of 11:05, 1 March 2008

Template:Wrongtitle

Entity description

A prop that doesn't move and doesn't animate. This entity is built into its designated lump in the map and is not networked. The shadow cast by this entity is generated at compile time from the collision model or at polygon precision - see vrad for the compile parameters.

Note.pngNote:Not all models can be used by prop_static. You can check from the model browser's "Info" tab what prop types each model supports.

Template:Intent

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 shadows on this entity.
<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.
  • 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 Source 2006), 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

The Ship

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

See also