POINT prop_static

A prop that doesn't move and doesn't animate.

KeyValues

World Model <studio>

Specify the model to place.

Skin <integer> = 0

Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.

Alpha <integer> = 255

Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.

Color (R G B) <color255> = 255 255 255

No description provided.

Uniform Scale Override <float> = 1

Resize the static prop uniformly.

Scale Override <vector> = 1 1 1

Resize the static prop.

Collisions <choices> = Use VPhysics (6)

No description provided.

Possible Values:

Name Value
Not Solid 0
Use BSP (QPhysics) 1
Use Bounding Box 2
Use Oriented Bounding Box 3
Use Oriented Bounding Box, constrained to Yaw only 4
Use VPhysics 6

Disable Prop Combine <boolean> = No

Prevent this static prop from combining with any other static props in vbsp.

Minimum CPU Level <choices> = default (low) (0)

No description provided.

Possible Values:

Name Value
default (low) 0
low 1
medium 2
high 3

Maximum CPU Level <choices> = default (high) (0)

No description provided.

Possible Values:

Name Value
default (high) 0
low 1
medium 2
high 3

Minimum GPU Level <choices> = default (very low) (0)

No description provided.

Possible Values:

Name Value
default (very low) 0
very low 1
low 2
medium 3
high 4

Maximum GPU Level <choices> = default (high) (0)

No description provided.

Possible Values:

Name Value
default (high) 0
very low 1
low 2
medium 3
high 4

Disable Shadows <boolean> = No

No description provided.

Disable Vertex lighting <boolean> = No

Disable per-vertex lighting on this prop.

Disable Self-Shadowing <boolean> = No

When vertex lighting is enabled, prevent the geometry from self-shadowing -- casting shadows onto itself.

Ignore Surface Normal <boolean> = No

When vertex lighting is enabled, ignore the surface normal of faces when calculating the vertex lighting. Useful for thin, translucent objects such as leaves on foliage props.

Enable Bounced Lighting <boolean> = No

Whether VRAD should create indirect lighting from this prop.

Render in Fast Reflections <boolean> = No

If enabled, causes this entity/prop to to render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Lighting Origin <target_destination>

Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin.

Screen Space Fade <boolean> = No

The method by which the fading distance should be determined. If 'No', the fade distances is the distance from the player's view to the object, in units. If 'Yes', the fade distance is the size of the object onscreen, in pixels.

Start Fade Dist/Pixels <float> = -1

Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.

End Fade Dist/Pixels <float> = 0

Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the minimum number of pixels wide covered by the prop when it fades.

Fade Scale <float> = 1

If you specify a fade in the worldspawn, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified.This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. 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.

Inherited from Angles

Pitch Yaw Roll (Y Z X) <angle> = 0 0 0

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.