Level Editor/Entities/Prop

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Prop
Made with The Props tab (drag, double-click or click-to-place)
What it is A 3D model placed in the map: crates, barrels, furniture, fences, buildings
In the game Yes, it is exported with the map

A prop is a 3D model placed in the map. Props come from the Props tab: the game's own models, plus any you import. Use brushes for the level's structure and props for the detail that dresses it.

Placing and moving

  • Drag a model from the Props tab into the viewport, or double-click it. Scroll wheel turns it 15 degrees while placing. See Placing a prop.
  • Select a placed prop and press G to pick it up as a ghost and put it down elsewhere.
  • Move, turn and scale it with the transform tools like anything else.
  • A model made of several parts is placed as a group of props with Select As Group on: clicking it selects the whole thing, and the scene tree reaches each part (to swing a door open, say).

Inspector

Setting Type Default What it does
Model Model the placed model The model this prop shows. Click it to pick another: the prop keeps where it stands, its name and its collision settings (Replace Prop). The prop preview's Replace Selected does the same for many props at once. A Mirror Node's copy cannot be replaced; replace the source.
Team Models Team list the model's set What a Mirror Node's copy of this prop shows on each team's side. By default it follows the model's own set (The model's set); a change here gives this prop a set of its own (This prop's own set); the revert arrow gives it its model's set back. None: mirrored copies show this model.
Collision Enabled Check box On Give the prop collision in the game. Off, players and shots pass through it.
Collision Type List STATIC STATIC is solid and still (the usual). NONE, KINEMATIC and RIGID as for brushes.
Collision Shape Mode List FROM_MESH How its collision shape is made. FROM_MESH uses the collision shapes that come with the model, and falls back to a convex hull when it has none. CONVEX wraps the model in one convex hull: fast, good for most props. CONCAVE follows the model's triangles exactly: accurate for complex shapes such as an arch you can walk through.
Collision Layer / Collision Mask Layers 1 Leave on layer 1.
Skin Number 0 Which set of materials the model draws (a team's colors, a crate's labels). Only shown for models that have more than one, such as linked Source models.
Cast Shadow Check box On Whether the prop casts shadows.

View > Show Prop Collision draws every prop's collision as the map will export it: cyan for collision the model brings, orange for a shape made from its mesh.

In the game

Built-in models are part of the game, so they cost the map file nothing. Your own imported models are packed into the map when you export it, so players do not need the files.

A prop whose model file is missing shows a placeholder and is listed in File > Missing Assets...; see Missing assets.

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