Prop static
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- Not to be confused with $staticprop.
prop_static is a core Source engine entity used to cheaply add a model to a map. It cannot move, animate, or accept input, and in fact doesn't even exist as an entity after being compiled.
A prop_static will collide with other objects, assuming it has a collision mesh, and unlike all other model entities is taken into account by vrad, leading to per-vertex static lighting and the casting of shadows onto nearby lightmaps.
Typically, the vast majority of models in a map will be prop_static.

prop_static
. Use Hammer's model browser's Info tab to check for support.See also
Keyvalues
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- solid
- <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. Disables per-vertex lighting.
- disablevertexlighting (in all games since
)
- <boolean> Disable Vertex lighting.
- disableselfshadowing (in all games since
)
- <boolean> Disable Self-Shadowing with vertex lighting.
- ignorenormals (in all games since
)
- <boolean> Ignore surface normal for computing vertex lighting.
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
The Ship
- targetname
- <target_source> The name that ship_base_interaction entities refer to this entity by.