BSP (Source)/Static prop flags
		
		
		
		
		
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These flags are defined in 
public/gamebspfile.h. Any undefined flags are unused by the engine and can be used by custom VRAD compilers to define additional light baking parameters (in conjunction with a modified VBSP that can write those flags).
Flags
This is 8-bit (unsigned char) in all versions of the static prop lump except for  and
 and  , where it is 32-bit (signed int).
, where it is 32-bit (signed int).
| Bit | Name | Dev comment | Description | 
|---|---|---|---|
| 0x01 | STATIC_PROP_FLAG_FADES | none | Set by engine at runtime if the model fades out at a distance. | 
| 0x02 | STATIC_PROP_USE_LIGHTING_ORIGIN | none | Set by engine at runtime if the model's lighting origin is different from its position in the world. | 
| 0x04 | STATIC_PROP_NO_DRAW (in all games since  ) (removed since  ) | computed at run time based on dx level | Set by engine at runtime based upon mindxlevelandmaxdxlevel. Does not work if set explicitly; set maxdxlevel to a low non-zero value such as 50 instead. | 
| STATIC_PROP_NO_FLASHLIGHT (in all games since  )[confirm] | N/A (source code not public) | Set if disableflashlightis enabled. | |
| 0x08 | STATIC_PROP_IGNORE_NORMALS (in all games since  ) | none | Set if ignorenormalsis enabled. | 
| 0x10 | STATIC_PROP_NO_SHADOW | none | Set if disableshadowsis enabled. | 
| 0x20 | STATIC_PROP_SCREEN_SPACE_FADE (removed since  ) | none | Set if screenspacefadeis enabled. | 
| STATIC_PROP_MARKED_FOR_FAST_REFLECTION (in all games since  ) | N/A (source code not public) | Set if drawinfastreflectionis enabled. | |
| 0x40 | STATIC_PROP_NO_PER_VERTEX_LIGHTING (in all games since  ) | in vrad, compute lighting at lighting origin, not for each vertex | Set if disablevertexlightingis enabled.Contrary to the dev comment, this disables pre-baked lighting for the model altogether, making it lit the same way as CBaseAnimating props (ex: prop_dynamic). | 
| 0x80 | STATIC_PROP_NO_SELF_SHADOWING (in all games since  ) | disable self shadowing in vrad | Set if disableselfshadowingis enabled. | 
| 0x100 | STATIC_PROP_NO_PER_TEXEL_LIGHTING (in all games since  )(also in  ) | whether we should do per-texel lightmaps in vrad. | Set if generatelightmapsis disabled.If VRAD is fed an older version of the static prop lump with 8-bit flags, this flag is treated as always being enabled (not generating lightmaps for any props). This flag is only read by VRAD; the engine will load the the PPL file associated with a given prop regardless of this flag, provided STATIC_PROP_NO_PER_VERTEX_LIGHTING is disabled and the checksum in the PPL file matches the checksum found in specified MDL. | 
| 0x200 | STATIC_PROP_ENABLE_LIGHT_BOUNCE (only in  ) | N/A (source code not public) | Set if enablelightbounceis enabled. | 
FlagsEX
 Counter-Strike: Global Offensive's static prop lump adds an extra 32-bit (signed int) set of flags, most of which are unused.
 Counter-Strike: Global Offensive's static prop lump adds an extra 32-bit (signed int) set of flags, most of which are unused.
| Bit | Name | Description | 
|---|---|---|
| 0x00000001 | STATIC_PROP_FLAGS_EX_DISABLE_SHADOW_DEPTH | Set if disableshadowdepthis enabled. | 
| 0x00000002 | STATIC_PROP_FLAGS_EX_DISABLE_CSM | Automatically set at runtime | 
| 0x00000004 | STATIC_PROP_FLAGS_EX_ENABLE_LIGHT_BOUNCE | Set if enablelightbounceis enabled. |