prop_static
prop_static
is an internal point entity present in all Source games. It adds a model to the world which cannot move or animate. Static props are less expensive than other model entities.
Note: Models with $bumpmap
ped materials are never lit per-vertex.
Note: In most Source games, a single map is limited to 4096 prop_statics. In Alien Swarm and Portal 2, this limit is 8192, and in Counter-Strike: Global Offensive, the limit is 16384. If the limit is reached, VBSP will fail to compile the map.
Important: In , static props will only be lit by one light entity unless you add
-StaticPropLighting
to VRAD's launch parameters.
Models will work with this entity only if the static box is checked inside the model browser. Alternatives are a prop_physics
with motion disabled and a prop_dynamic
that simply sits there and does nothing (though, the lighting might not be the same).
Keyvalues[edit | edit source]
- World Model
(model)
<string>
- A path to a .mdl.
- Skin
(skin or ModelSkin
)
<int>
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)
<choices>
- Method of collision for this entity.
- 0: None
- 2: Bounding Box
- 6: VPhysics
- Disable Shadows
(disableshadows)
<boolean>
- Prevents this entity from creating lightmap shadows.
- Screen Space Fade
(screenspacefade)
<choices>
- Not available in
. Method for judging when the prop should fade in and out of transparency.
- 0: No (Determine by distance from object in world units.)
- 1: Yes (Determine by prop size on screen, in pixels. If this is set, Start Fade Distance
(fademindist)
and End Fade Distance(fademaxdist)
will be a measure of pixels instead of world units. Confirm: Results are not as predictable due to users having many different screen resolutions.)
- Start Fade Distance
(fademindist)
<float>
- Distance at which the entity starts fading. If less than 0, the entity will disappear instantly when the End Fade Distance is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float>
- Distance at which the entity ends fading. If less than 0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float>
- If specified in the
worldspawn
, or if the game is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity 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$noforcedfade
. - Lighting Origin
(lightingorigin)
<target_destination>
- An
info_lighting
from which to sample lighting and cubemaps. - Disable Vertex lighting
(disablevertexlighting)
<boolean>
- Makes the model be lit solely by the amount of light that hits the origin. This is a small but good optimization for props that are already evenly lit.
- Disable Self-Shadowing with vertex lighting
(disableselfshadowing)
<boolean>
- Prop will not cast shadows on itself when per-vertex lighting is calculated. Good for foliage and trees.
- Ignore surface normal for computing vertex lighting
(ignorenormals)
<boolean>
- Makes light ignore the angle it hits the side of the prop at. This allows for paper-thin props like grass to be lit evenly on both sides.
Minimum DX Level(mindxlevel)
to Maximum DX Level(maxdxlevel)
<choices>
(only available in games before Left 4 Dead)- Very outdated settings. Their functionality seems to no longer be fully intact. Nearly all players will be at the highest setting anyway because DirectX 8 has been obsolete since 2002. This is still in the FGD for Alien Swarm, but it doesn't use it.
- Minimum CPU Level
(mincpulevel)
to Maximum CPU Level(maxcpulevel)
<choices>
(available in all games since)
- A user with the "effect detail" setting not in this specific range will not see this object.
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level
(mingpulevel)
to Maximum GPU Level(maxgpulevel)
<choices>
(available in all games since)
- A user with the "shader detail" setting not in this specific range will not see this object. Settings are named differently in different games.
- 0: Default
- 1: Very low or Low
- 2: Low or Medium
- 3: Medium or High
- 4: High or Very High
- Generate (and use) lightmaps for this static prop
(generatelightmaps)
<boolean>
(only available inHalf-Life 2: Deathmatch
)
- Tell this prop to generate UV-based lightmaps. Be wary of increased file size and compile time. See here for a guide on using. Requires
-staticproplighting
for$light_exe
in the advanced compile window. - Bug: In
, this setting doesn't work on models with multiple skins.
- Lightmap Resolution X
(lightmapresolutionx)
<integer>
(only available inHalf-Life 2: Deathmatch
)
- If generating lightmaps, the resolution of the lightmap in the X (U) direction. Higher values will make lightmapping more accurate.
- Lightmap Resolution Y
(lightmapresolutiony)
<integer>
(only available inHalf-Life 2: Deathmatch
)
- If generating lightmaps, the resolution of the lightmap in the Y (V) direction. Higher values will make lightmapping more accurate.
- Render FX/Transparency (0 - 255)
(renderamt)
<int>
(available in all games since)
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
(available in all games since)
- Color channel filter to add to this entity.
- Render in Fast Reflections
(drawinfastreflection)
<boolean>
(available in all games since)
- Makes the entity be rendered in reflections from water materials using
$reflectonlymarkedentities
. Disable ShadowDepth(disableshadowdepth)
<boolean>
(available in all games since)
- No effect.
- Disable flashlight
(disableflashlight)
<boolean>
(available in all games since)
- Causes the prop to not be lit by
env_projectedtexture
s. Projected Texture Cache(shadowdepthnocache)
<choices>
(available in all games since)
- Makes no difference for
prop_static
because it cannot move or disappear under any circumstances. - Uniform Scale Override
(uniformscale)
<float>
(only available in)
- Evenly scales the prop on all axes.
- Bug: Undoing/Redoing any changes (whether they are slight unit movements or scale changes) will result in the prop appearing 'normal' sized in the 3D viewport (the model only appears normal sized and the value given is still shown upon reload of the vmf).
- Disable Prop Combine
(preventpropcombine)
<boolean>
(only available in)
- Prevent this static prop from combining with any other static props. See Static Prop Combine on VDC.
- Enable Bounced Lighting
(enablelightbounce)
<boolean>
(only available in)
- Whether VRAD should bounce light off this prop.