The Props tab (bottom right) is the model library: crates, barrels, fences, furniture, buildings and every other model you can place in a map, plus any models you imported yourself.

Browsing

  • Models are shown as tiles in foldable sections, one per category. Your map's own imported models have a section of their own, after the named categories.
  • Search name, category or tag: only models whose name, category or tags hold every word you type are shown. No props match the search. when nothing does.
  • The category list beside the search (Show one category) shows All or one category, each with how many it holds.
  • Hover a tile for a large preview.
  • Refresh scans the library again. While it works the panel says Scanning....
  • A model whose file is missing shows a placeholder tile. See Missing assets.

Placing a prop

The help line says it: Drag or double-click to place, right-click to preview.

  • Drag a tile into the viewport. A ghost of the model follows the mouse and sits on the surface under it; let go to place it.
  • Double-click a tile to place it in front of the camera.
  • Scroll wheel while placing turns it 15 degrees a step. Esc cancels.
  • Click-to-place: tick it, then click a tile once to pick it up and click in the viewport to place it.

Each placement is one undo step. The prop goes into the row picked in the scene tree. A model made of several parts is placed as a group of props set to select as one, so you can still pose each part (a door, a lid) from the scene tree.

To move a placed prop later, select it and press G (see Repositioning). Its settings are on Prop.

The prop preview

Right-click a tile to look at the model full screen before placing it.

  • Drag to turn it, right- or middle-drag to pan, the wheel zooms. F frames the prop, Esc closes.
  • The side panel shows its size and, with Show collision ticked, its collision: Cyan: collision the model authors. Orange: a hull made from its mesh, solid inside.
  • Team variants: what each team's half of a mirrored map shows in place of this model. Add team adds one; the first one added makes this model team 1's. Changes here apply to every prop of this model (a placed prop can override it in its inspector's Team Models). A map's own imported model has no set here; give each placed prop one in its inspector instead.
  • Place: close the preview and place this model with a click in the viewport.
  • Replace Selected: show this model in place of every selected prop, keeping where each stands, its name and its collision settings. Select props first.
  • Close closes the preview.

The model picker

Wherever the editor asks you for a model (a prop's Model row, a team's place in a team set) it opens Select Model: the same library with a search (Search models by name, category or tag). Double-click a model to pick it. Cancel closes it.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use