prop_static
prop_static
is an 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 (with the limited exception of $treesway). In fact, it doesn't exist as an entity after the map has been compiled. The vast majority of models in a typical map are prop_static
entities.
A prop_static
will collide with other objects provided it has a collision mesh, and, unlike all other model entities, can be lit per-vertex and cast shadows onto lightmaps.
static_prop
. Known limitations
Vertex lighting
Lighting can behave differently on a particular static prop depending on its settings and how its model and materials were authored. A prop with disabled per-vertex lighting will be vertex-lit based on its origin ($illumposition, if one is defined in the model, or Lighting origin, if defined in Hammer) and appear similar to dynamic props. This is the only behavior available in versions up to .
With per-vertex lighting enabled (available since via -StaticPropLighting
), VRAD will calculate and bake lighting and color information for each vertex of the model, typically resulting in a better, more realistic in-game look.
However, sometimes it can lead to undesireable stretches of shadow or highlights, especially on low-poly models or props with elongated proportions, like trees. The higher the poly count, the more accurate per-vertex lighting can be. It can become expensive on very high-poly models, so creating LODs is advisable.
In engine versions prior to CSGO and Strata Source, if any material on the prop's model uses normal mapping ($bumpmap, $normalmap or $phong), per-vertex lighting will be forcibly disabled. This happens if any of the skins use $bumpmap or $phong, even if it's not the selected active skin.
The CS:GO engine branch and Strata Source support per-vertex lighting on normal-mapped and $phong materials, and does not suffer from this limitation.
Lightmaps on static props
In and Garry's Mod branches, VRAD can apply lightmaps onto static props, allowing for better blending between brush geometry and models. However, just like with per-vertex lighting, this feature cannot be used together with $bumpmap, $phong or $normalmap.
When baking a lightmap for a model, VRAD will use the same UV and scaling as the $basetexture of the model's first material of its first skin (taking $basetexturetransform into account, if present).
This means that:
- Models created with overlapping UV islands will get bad lightmaps, as they'll also be overlapping;
- If the model has multiple skins and or materials, only the first one will be used to lay down the lightmaps, potentially making overlapping worse;
- The lightmap will be cropped by the UV edges;
- Low-res lightmaps can bleed over the edges of the UV.
To make matters worse, the lightmap generated for props by vanilla VRAD comes as RGB888 (24-bit SDR) in a special PPL format, which can make color banding noticeable in HDR mode (especially if a light source is close to the prop).
- Propper++ can bake a model's $basetexture into a non-overlapping non-tiling atlas, mitigating some of these issues at a minor quality loss.
- Use the QC command
$checkuv 0to1 overlap
to prevent a model from compiling if it has incompatible UVs.
Compile limits for static props
VBSP limits the max number of entities on a map, including internal entities, and because prop_static
count toward that limit, having too many can make the compile fail.
- In there can be up to 8192 entities (counting static props);
- In up to 16384;
- In up to 20480;
- In up to 65536 (works with any game).
Because, again, that limit concerns all map entities, the realistic maximum amount of static props will be lower.
public/bspfile.h
). A BSP file can theoretically contain over 4 billion static props.Forced consistency
In order to enforce consistency of behavior, models with embedded physics data cannot be prop_static
. Use the Hammer Model Browser's info tab to check for support.
Models with bodygroups
Prop_static
does not support selectable $bodygroup submodels; if there's any, only the first one will be used by the game. Despite this, VRAD will generate lightmap shadows from all submodels present in the MDL! (tested in )
Keyvalues
- Collisions (solid) <integer choices>
- How the prop should interact with other objects.
- 0 - Not solid
- 2 - Use bounding box
- 6 - Use VPhysics (default) 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.
- Disable per-vertex lighting (disablevertexlighting) <boolean>
- Prop will be vertex lit more similarly to dynamic props: in real-time, based on its origin or $illumposition. This can significantly reduce VRAD compile times if the prop does not benefit from complex lighting, is unlit, and/or is using an explicitly defined
$lightmap
. - Important:Enabling this overrides
generatelightmaps
! - 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, resulting in more uniform shading.
- Tip:Useful for thin, translucent objects such as leaves on foliage props.
- Alpha (renderamt) <integer> (in all games since )
- 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 )
- Tint the model with this color.
- Generate (and use) lightmaps for this static prop (generatelightmaps) <boolean> (only in ) (also in )
- Generate a lightmap for this prop, in addition to fallback per-vertex lighting. Requires
-StaticPropLighting
to be enabled in VRAD. For more information, visit tf2maps.net. - Note:Lightmapping can be also faked on static props using $detailblendmode 8 or the Modulate shader in all games, although syncing the lighting can be difficult.
- Warning:Several caveats and limitations; see note and warnings above.
- Note:(not in ) While this KV does exist in Black Mesa's FGD, it is unused; Xengine does not support lightmapped props.
- Lightmap Resolution X (lightmapresolutionx) <integer> (only in ) (also in )
- Lightmap Resolution Y (lightmapresolutiony) <integer> (only in ) (also in )
- The resolution of the generated lightmap in the X (or U) and Y (or V) direction. (Only used if Generate Lightmaps is enabled.)
- Enable Bounced Lighting (enablelightbounce) <boolean> (in all games since )
- Whether VRAD should create indirect lighting from this prop.
- Disable Prop Combine (preventpropcombine) <boolean> (in all games since )
- Prevent this static prop from combining with any other static props in vbsp.
- Uniform Scaling (uniformscale) <float> (in all games since )
- Evenly scales a given model along the X Y Z axis.
- 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). [todo tested in?]
- Name (targetname) <string> (only in )
- The name that ship_base_interaction/postcompile entities refer to this entity by[How?]. Also useful regardless of game for being able to recognize specific prop_static entities in Entity Report. The name will not be in the compiled BSP.
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:Hammer's model browser automatically updates this value if you use it to view different skins.Bug:Static props with multiple skins will always calculate texture shadows based upon the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD. [todo tested in?]
- Uniform Scale Override (uniformscale) <float> (in all games since )
- A multiplier for the size of the static prop model.
- Lighting Origin (LightingOrigin) <targetname>
- Select an entity (preferably info_lighting) from which to sample lighting instead of the entity's origin, if per-vertex lighting is disabled on this prop.
- 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
andSetBodyGroup
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 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.
- 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.
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.
- Screen space fade (screenspacefade) <boolean> (removed since [confirm])
- The method by which the fading distance should be determined. If disabled, the fade distances is the distance from the player's view to the object, in inches. If enabled, the fade distance is the size of the object onscreen, in pixels.
- 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.
Warning:
|
- Tip:Set
maxdxlevel
to lower number such as 50 (along withdisablevertexlighting
set to 1) to create a prop that can cast shadows, but isn't rendered in-game. This is cheaper than using blocklight brushes, as it does not count towards brush and brushside limits.
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since )
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
|
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since )
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
|
- Tip:Set
mingpulevel
ormincpulevel
to an large number such as 20 (along withdisablevertexlighting
set to 1) to create a prop that can cast shadows, but isn't rendered in-game. This is cheaper than using blocklight brushes, as it does not count towards brush and brushside limits.
- 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.
Common Mistakes
VBSP deletes model
The prop is not currently compatible to be used as prop_static
. Note that this does not necessarily mean the model cannot be used with prop_static.
If the model does not have "static" flag in the model viewer (as in, was not compiled with $staticprop):
- You need to use prop_dynamic instead, or prop_physics_override if you want it to have physics.
If the model is your custom model:
- Either your model's QC file is missing $staticprop or there is no
allowstatic 1
in theprop_data
. Example:
$KeyValues { prop_data { "base" "Metal.Medium" "allowstatic" "1" } }
If it is not your custom model, but has the "static" flag in the model viewer (was compiled with $staticprop
:
- If , add -allowdynamicpropsasstatic to the VBSP compile options.
- If , use the VBSP from Slammin' Source Map Tools ( or ), VBSP prop_static fix ( only), Mapbase ( only), or Garry's Mod ( only).
- Otherwise, use Source Model Skin Editor to add
"allowstatic" "1"
to the MDL'sprop_data
, then revert to the original MDL after the map is compiled.
Model is off-center
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.