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CS:GO SDK Adding Prop Models: Using Models In Your Map

Category: Source: CS:GO SDK
February 11, 2013
Full Text Tutorial and Notes:

Your final map will be a combination of BSP geometry and prop models. The shell of your map is going to be made up of brushes, then more detailed geometry are 3d models placed in your map.

There are 3 basic prop model types that you will be dealing with. Static, physics and dynamic. In this tutorial I will show you how to add all three model types. What the difference is between these props and how to manipulate them in the editor so you can detail your map.

In this tutorial you will learn:

  • 3 basic prop model types you will use in your map
  • How to insert prop models using the model browser
  • Why you should use prop_physics_multiplayer prop type
  • How to check if you can use that prop model in your map
  • How to manipulate: move and rotate prop models


Prop models are 3d models created in a 3d application, then imported into Source Engine. Prop models are more detailed and optimized then brush geometry. These models can be set up to have physics properties and interact with the player.

You will use combination of bsp brushes and prop models to create your map.


There are three basic model prop types in the game.

  • prop_static: non moving geometry. Most commonly used props and are very inexpensive to render.
  • prop_physics (use prop_physics_multiplayer): models that have physics properties, interactive. Cast dynamic shadows. Very expensive to move and render.
  • prop_dynamic: can be animated, moved/attached to another object. Can be set up to take damage and break. Cast dynamic shadows. More expensive then prop_statics, but less expensive than prop_physics.


To place a prop, enable the entity tool.

On right hand side, use the drop down menu and select the type of prop model entity you want to place. Choose either prop_static, prop_physics_multiplayer or prop_dynamic.

In perspective viewport, left click to place the entity. Right now we will have a place holder for a model.

Enable the Selection Tool (Shift+S) and double click on the red entity place holder.

In object properties for the model prop, select World Model and click on Browse.

Model Browser will open up, here you can choose which model you want to use. You have hundreds of model at your disposal.

Use the filter option to type in a search for specific models you are looking for.

Depending on which prop entity you chose (static, dynamic or physics) click over to Info tab to see if that prop model supports your prop type.

Double click on the model that you want to use. You will see the name of the model in World Model input box.

Then click Apply. You will see your model in perspective window.


When creating a CS:GO map, which will be played online, do not use prop_physics. Use prop_physics_multiplayer instead.


Once you have placed a prop model you can move then and rotate them to position in your map.

Use orthographic viewport for this (side, front, top).

Select your model using the Selection Tool (Shift+S) and Left Click Hold and Drag the mouse to move the model.

If you click multiple times to select the prop model, it will cycle between move, rotate and scale tools.

You cannot scale models in the editor.

Move the prop model using all viewports. Place it where you need it.


Duplicating models is very simple.

Select the model, hold Shift + Left Mouse Click Hold and Drag.

At this point, you can double click on the entity and replace the model with something else. This is a quick way to populate the world.

Duplicate already existing prop model and replace the model.


Prop properties have a list of options of how you want that prop to render and behave. These options differ depending on which prop type you chose.

Double click on the prop model to access Object Properties. Some key values include physics properties, render properties and optimization.

Below is a prop_physics_multiplayer model prop:

CS:GO SDK Beginner Basics Series:

How to Download, Install, Launch Hammer World Editor

Level Editor Navigation and Interface Basics in 15 minutes

Player and Architecture Scale, Dimension and Proportion

BSP Brush Geometry: How to Create Your First Room

Adding Prop Models: Using Models In Your Map

Adding Lights: How to Light Your First Room (Lighting Basics)

Texturing: Applying Textures and Principles for Optimizing Early

How to Compile and Run Your First Map

Updated & Revised - Preproduction Blueprint: How to Plan Your Game Environments and Level Designs

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