• "with prop_static, it must be compiled with $staticprop!" -what does that mean!?
    11 replies, posted
I'm making a map, and theres a big base in the centre, made of junk (megaton style) but some of the props won't load, and i don't know why... ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity prop_static (535.00 470.00 408.00) leaked! ( << WTF is that) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 0.0 352.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 330.3 92.2) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 156.6 86.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 685.8 104.7) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 512.0 24.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 330.3 286.7) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 156.6 286.7) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 685.8 286.7) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (26458 bytes) Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturebathtub001a.mdl"! Error! To use model "models/gibs/helicopter_brokenpiece_06_body.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gibs/helicopter_brokenpiece_06_body.mdl"! Error! To use model "models/gibs/helicopter_brokenpiece_04_cockpit.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gibs/helicopter_brokenpiece_04_cockpit.mdl"! Error! To use model "models/gibs/helicopter_brokenpiece_05_tailfan.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gibs/helicopter_brokenpiece_05_tailfan.mdl"! Error! prop_static using model "models/props_junk/sawblade001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/sawblade001a.mdl"! Error! prop_static using model "models/props_mining/bucket_mining01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_mining/bucket_mining01.mdl"! Error! To use model "models/props_mining/diesel_generator.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_mining/diesel_generator.mdl"! Error! To use model "models/vehicles/prisoner_pod.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/vehicles/prisoner_pod.mdl"! Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 102 texinfos to 76 Reduced 16 texdatas to 14 (440 bytes to 318) Writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map" Valve Software - vvis.exe (May 19 2009) 4 threads reading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.bsp reading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (2.31 seconds) 600 faces 7418 square feet [1068226.00 square inches] 40 Displacements 65706 Square Feet [9461697.00 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0065 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 66/8192 792/98304 ( 0.8%) brushsides 1176/65536 9408/524288 ( 1.8%) planes 2088/65536 41760/1310720 ( 3.2%) vertexes 729/65536 8748/786432 ( 1.1%) nodes 491/65536 15712/2097152 ( 0.7%) texinfos 76/12288 5472/884736 ( 0.6%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 40/0 7040/0 ( 0.0%) disp_verts 3016/0 60320/0 ( 0.0%) disp_tris 4736/0 9472/0 ( 0.0%) disp_lmsamples 166376/0 166376/0 ( 0.0%) faces 600/65536 33600/3670016 ( 0.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 339/65536 18984/3670016 ( 0.5%) leaves 497/65536 15904/2097152 ( 0.8%) leaffaces 588/65536 1176/131072 ( 0.9%) leafbrushes 188/65536 376/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 3994/512000 15976/2048000 ( 0.8%) edges 2149/256000 8596/1024000 ( 0.8%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 31/32768 310/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 474/65536 948/131072 ( 0.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 277928/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 3944/393216 ( 1.0%) LDR ambient table 497/65536 1988/262144 ( 0.8%) HDR ambient table 497/65536 1988/262144 ( 0.8%) LDR leaf ambient 341/65536 9548/1835008 ( 0.5%) HDR leaf ambient 497/65536 13916/1835008 ( 0.8%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/4028 ( 0.0%) pakfile [variable] 212108/0 ( 0.0%) physics [variable] 26458/4194304 ( 0.6%) physics terrain [variable] 15940/1048576 ( 1.5%) Level flags = 0 Total triangle count: 1438 Writing c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.bsp 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\post-post-apocalyptic map.bsp" "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2\maps\post-post-apocalyptic map.bsp" The bit that's confusing me is Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturebathtub001a.mdl"! Error! To use model "models/gibs/helicopter_brokenpiece_06_body.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gibs/helicopter_brokenpiece_06_body.mdl"! Error! To use model "models/gibs/helicopter_brokenpiece_04_cockpit.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gibs/helicopter_brokenpiece_04_cockpit.mdl"! Error! To use model "models/gibs/helicopter_brokenpiece_05_tailfan.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gibs/helicopter_brokenpiece_05_tailfan.mdl"! Error! prop_static using model "models/props_junk/sawblade001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/sawblade001a.mdl"! Error! prop_static using model "models/props_mining/bucket_mining01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_mining/bucket_mining01.mdl"! Error! To use model "models/props_mining/diesel_generator.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_mining/diesel_generator.mdl"! Error! To use model "models/vehicles/prisoner_pod.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/vehicles/prisoner_pod.mdl"! Error loading studio model ""! What is "$staticprop!" and how do i fix this? Please help. Edit: I do understand that some props can only have certain properties, but the bathtub says it can be static, and it still won't load.
[b]Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.[/b] There you have it. You're using props which are supposed to have physics. Same thing happens if you take a prop that's made to be static, and make it as a physics.
You also have a leak, make sure that you map is sealed from the "void" with non func_ brushes. [QUOTE=avwos;16791024] Edit: I do understand that some props can only have certain properties, but the bathtub says it can be static, and it still won't load.[/QUOTE] If it don't work make it a prop_physics with the "motion disabled" flag checked.
[QUOTE=Rixxz2;16791053][b]Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.[/b] There you have it. You're using props which are supposed to have physics. Same thing happens if you take a prop that's made to be static, and make it as a physics.[/QUOTE] But it says in the model viewer that it can be static too... Is there a way around this problem?
[QUOTE=avwos;16791168]But it says in the model viewer that it can be static too... Is there a way around this problem?[/QUOTE] Do as I said.
If it says that it can only be a static object, make it static. If it says it can be something else and static, choose the something else
[QUOTE=IronPhoenix;16791648]If it says that it can only be a static object, make it static. If it says it can be something else and static, choose the something else[/QUOTE] Valve gets it wrong a surprisingly large amount of the time. Which is annoying as fuck.
[url]http://www.garrysmod.org/downloads/?a=view&id=70844[/url] for static props that are supposed to be physics.
Make it prop_physics and have it Motion Disabled.
aha! larry_G your a genius. forgot about that.
[QUOTE=ALT of Permaban;16793372]aha! larry_G your a genius. forgot about that.[/QUOTE] CoLD_IcE said it first @ Topic: Check compile log problems here: [url]http://www.interlopers.net/errors/[/url] [editline]12:06PM[/editline] **** leaked **** Description: You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map). Solution: Fix the leak. See also: [url=http://developer.valvesoftware.com/wiki/Leak]WIKI: leaks[/url] This error will cause your map to fail compiling correctly
I know about the leak, when i posted this, it didn't even have a sky box :S It's fixed now though, everythings working fine. Thankyou EVERYONE that has posted and helped.
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