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Clean up misinformation; much of this page is written under the misconception that the command is only intended to be used for static props, when it's used for physics props as well.
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The QC command $staticprop specifies that the model being compiled does not have any moving parts, and is used on both static and physics props.

Note.pngNote:Despite the name, compiling with $staticprop does not limit the model to use with prop_static.

Intended Usage

Using the command is primarily meant to optimize props meant for maps, as it provides benefits to lightmap shadows during VRAD compiles and the commands for it such as -staticproplighting or -staticproppolys commands.

It will also allow the prop to be used as a prop_static point entity in maps, as using props without the flag will remove it when VBSP is run. prop_physics and prop_physics_override also must have $staticprop.


Using the static flag command will cause issues in certain circumstances.

It will remove all bones, and replace all weighted vertices' weights to a new "dummy" bone created during compile named static_prop. If the model being compiled has a bone named static_prop already it will cause the physics model for the prop to be misaligned. If used on a model that has multiple animations or sequences, it will remove all of them. Be aware of this if the prop is intended to be animated, and use prop_dynamic instead.

Using the static flag will also cause models to be error prone at times. Models with large numbers of body groups will potentially crash the game, throw an error when compiled, and break the blank command in body groups.

Essentially, do not use $staticprop unless the model is meant for a map or otherwise static prop, as it can cause issues when used on a prop meant to be used in-game.