A desctiption of the props in Counter-Strike Source.
This tutorial is on the main Prop types used in Counter-Strike Source and their uses. A link to the official valve page can be found here.
Theses models do not move, have no physics, cannot break, do not cast shadows and are very easily but not always rendered. These (unlike most props) can be sprites which are easier to render (meaning very low memory usage). They are also not real entities (meaning no inputs or outputs). Some examples include: Grass, rocks and plants.
These models no don't move, have no physics (except collision), and cannot break. They do cast shadows and are also easily and always rendered. You can set a specific fade distance(where it will disappear if far enough away from a player). They are also not real entities. Some examples include: Pipes, lights, rocks, and other typically non-movable objects.
These models can move, collide and break. Cast shadows. Are always rendered. You can set a specific fade distance. Some examples include: Furniture, barrels, trash and other typically movable objects.
Basically the same thing as prop_physics but only with ragdoll physics. Always rendered. You can set a specific fade distance. Some examples include: Corpses, mattresses and boxes.
These props can move, play animations, and break. They do cast shadows. Always rendered. You can set a specific fade distance. Some examples include: Machinery, buttons, and models in cutscenes.
Hope this helps! By: Hex!
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I say Common props in the title. Therefore its not going to be all props.
HERE not all props!!!
Pros: Very usefull for people like me who are new to mapping. Cons: None i can find. Improvements: More props less non props.
Thank you for the suggestion! - Could you make an assessment please? It really helps the tutorial.
Good, but you could also show all the prop_physics variation, i.e. prop_physics_override which alot of people don`t know about and that could be helpful on certain maps like ZombieMod.