Template:KV prop static base

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prop_static_base:
Collisions <choices>
How objects should collide with the prop. "Bounding box" means using QPhysics.
Lighting Origin <targetname>
An info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
Disable Vertex lighting <bool>
Disable Self-Shadowing with vertex lighting <bool>
Ignore surface normal for computing vertex lighting <bool>
Tweaks to the manner in which VRAD generates per-vertex lighting.
Screen Space Fade <bool>
The method by which the fading distance should be determined.
  • Yes: fade "distance" is the size of the object on-screen, in pixels.
  • No (default): fade distance is the distance from the camera, in units.
Start Fade Dist/Pixels <float>
Normally: distance at which the prop starts to fade (<0 means use End Fade Dist).
Screen Space Fade mode: width in pixels of the prop when it starts to fade.
End Fade Dist/Pixels <float>
Normally: maximum distance at which the prop is visible (0 means don't fade out).
Screen Space Fade mode: width in pixels of the prop when it finishes fading.
Fade Scale <float>
If you specify so in worldspawn, or if the engine is running below DirectX7, 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, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether.

Studiomodel:

World Model (model) <string>
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.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ 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.pngNote: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 instead of the entity's origin or $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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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 Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:
Pitch Yaw Roll (Y Z X) (angles) <angle>
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.