Talk:$staticprop: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
No edit summary
Line 4: Line 4:
* $staticprop removes all of the bone info for the model and collapses the object to a single coordinate system. You want to do this always (unless you're making an animated prop/character) because it makes the model more efficient for rendering.  
* $staticprop removes all of the bone info for the model and collapses the object to a single coordinate system. You want to do this always (unless you're making an animated prop/character) because it makes the model more efficient for rendering.  
see [http://www.chatbear.com/?P829869 Jay Stelly - #10. Re: prop_physics collision model issues] --[[User:N-neko|n-neko]] 22:03, 19 Nov 2006 (PST)
see [http://www.chatbear.com/?P829869 Jay Stelly - #10. Re: prop_physics collision model issues] --[[User:N-neko|n-neko]] 22:03, 19 Nov 2006 (PST)
== Recent Edits==
Tom - I hope you will include the deleted information in another more relevant article? --[[User:Beeswax|Beeswax]] 03:53, 26 Apr 2008 (PDT)

Revision as of 03:53, 26 April 2008

I think it's worth to point out this $staticprop explanation from VERC:

  • You should always use the $staticprop qc option with prop_physics models.
  • $staticprop is named similarly to prop_static entities for historical reasons - but the two things are completely separate concepts.
  • $staticprop removes all of the bone info for the model and collapses the object to a single coordinate system. You want to do this always (unless you're making an animated prop/character) because it makes the model more efficient for rendering.

see Jay Stelly - #10. Re: prop_physics collision model issues --n-neko 22:03, 19 Nov 2006 (PST)

Recent Edits

Tom - I hope you will include the deleted information in another more relevant article? --Beeswax 03:53, 26 Apr 2008 (PDT)