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Not to be confused with the $staticprop and allowstatic (Prop_data) QC commands.

prop_static is a internal point entity available in all Source games. It is used to cheaply add a model to the world. It cannot move, animate, or accept input, and doesn't exist as an entity after the map has been compiled. The vast majority of models in a typical map are prop_statics.

A prop_static will collide with other objects assuming it has a collision mesh, and, unlike all other model entities, can be lit per-vertex and cast shadows onto lightmaps.

Note.png Note: Models using bump maps cannot be lit per-vertex, except in <Counter-Strike: Global Offensive>.
Note.png Note: In Source 2013 MP-based games, static props can use lightmaps using the static prop's UVs. They come with the same limitations as per-vertex lit props, and cannot be used on models with bump maps.
Warning.png Warning: In most Source games, a single level is limited to 4096 prop_statics. The limit is 8192 in <Alien Swarm>[Portal 2] and 16384 in <Counter-Strike: Global Offensive>. If the limit is reached, VBSP will fail to compile the map.


In order to enforce consistency of behaviour, models with embedded physics data cannot be prop_static. Use the Hammer Model Browser's info tab to check for support.

See Also


Collisions (solid) <choices>
How the prop should interact with other objects.
  • Not solid
  • Use bounding box
  • Use VPhysics (default)
    Note.png Note: Using this setting on models without a collision mesh will cause the engine to throw a warning upon loading the map. If you see such a warning, reset the collision of all props using the noted model to one of the other two choices.
Screen Space Fade (screenspacefade) <boolean>
If enabled, the prop will fade out based on how many screen pixels it covers. The start and end fade distances come to represent the pixels that the prop covers at the start and end of its fade when this is enabled.
Lighting Origin (lightingorigin) <targetname>
An info_lighting from which to sample lighting (instead of the model's origin). Disables per-vertex lighting.
Disable Vertex lighting (disablevertexlighting) <boolean>
Prop will be lit uniformly with a lighting value sampled from its origin. Enable this if the entity is not shadowed by another object.
Disable Self-Shadowing with vertex lighting (disableselfshadowing) <boolean>
When vertex lighting is enabled, prevent the geometry from self-shadowing -- casting shadows onto itself.
Ignore surface normal for computing vertex lighting (ignorenormals) <boolean>
When vertex lighting is enabled, ignore the surface normal of faces when calculating the vertex lighting.
Tip.png Tip: Useful for thin, translucent objects such as leaves on foliage props.
Alpha (renderamt) <integer> (in all games since <Left 4 Dead>)
Alpha of the fade, where 0 is fully transparent and 255 is fully opaque.
Render Color (R G B) (rendercolor) <color255> (in all games since <Left 4 Dead>)
Tint the model with this color.
Generate (and use) lightmaps for this static prop (generatelightmaps) <boolean> (only in <Source><Source><Source>)
Generate a lightmap for this prop. Requires -StaticPropLighting to be enabled in VRAD. For more information, visit
Note.png Note: Lightmapping can be also faked on static props using the Modulate shader in all games, although syncing the lighting can be difficult.
Bug.png Bug: <Counter-Strike: Source> This setting doesn't work on models with multiple skins.
Lightmap Resolution X (lightmapresolutionx) <integer> (only in <Source><Source><Source>)
The resolution of the generated lightmap in the X (or U) direction. (Only used if Generate Lightmaps is Yes.)
Lightmap Resolution Y (lightmapresolutiony) <integer> (only in <Source><Source><Source>)
The resolution of the generated lightmap in the Y (or V) direction. (Only used if Generate Lightmaps is Yes.)
Enable Bounced Lighting (enablelightbounce) <boolean> (only in <Counter-Strike: Global Offensive>)
Whether VRAD should create indirect lighting from this prop.
Disable Prop Combine (preventpropcombine) <boolean> (only in <Counter-Strike: Global Offensive>)
Prevent this static prop from combining with any other static props in vbsp.
Uniform Scaling (uniformscale) <float> (only in <Counter-Strike: Global Offensive>)
Evenly scales a given model along the X Y Z axis.
Bug.png Bug: In Hammer, undoing/redoing any changes (whether they are slight unit movements or scale changes) will result in the prop appearing 'normal' sized in the 3D Textured Viewport (the model only appears normal sized and the value given is still shown upon reload of the vmf).


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.png 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 <Source><Source>)
A multiplier for the size of the model.


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 ShadowDepth (disableshadowdepth) <boolean> (in all games since [Portal 2])
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <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.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (in all games since [Portal 2])
Used to disable projected texture lighting and shadows on this entity.


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.


Start Fade Dist (fademindist) <float>
Distance at which the prop starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the prop is visible.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop 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 Ep1), 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. See also the QC command $noforcedfade.


Minimum DX Level (mindxlevel) <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from <Left 4 Dead> Left 4 Dead onwards.
Warning.png Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices>

SystemLevelChoice (in all games since <Left 4 Dead>) :

Minimum Effect Details Level (mincpulevel) <choices> (in all games since <Left 4 Dead>)
Effect Details level of a user's lower than this will not render this entity.
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since <Left 4 Dead>)
Effect Details level of a user's higher than this will not render this entity.
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Note.png Note: The commandcpu_levelrelates to Effect Details, thus the keys's names.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since <Left 4 Dead>)
Shader Details levels (orgpu_levelcommand) lower than this will not render this object.
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since <Left 4 Dead>)
Shader Details levels (orgpu_levelcommand) higher than this will not render this object.
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
Note.png Note: The commandgpu_levelrelates to Shader Details, thus the keys's names.


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.

<The Ship> The Ship KVs

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

Common mistakes

Error! prop_static using model "[model]", which must be used on a dynamic entity (i.e. prop_physics). Deleted.

The prop is not compatible to be used as prop_static. You need to use prop_dynamic_override instead, or prop_physics if you want it to have physics.

if its your custom model:

  • Either your model is missing $staticprop or there is no "allowstatic 1" in prop_data qc file.

Example: $KeyValues { prop_data { "base" "Metal.Medium" "allowstatic" "1" } }

  • If for some reason your model located incorrectly, check declared bone name in $definebone of a model, it should be without any slashes, also check position there, values should be zeroed.
  • Additional info about prop_static can be found there.