-SOLVED - see reply for solution! -
Hey. I just started making a small subway map - it is my all time first map mind you.
I noticed that when I compile the map certain objects go missing. (A vending machine, some decals, a bench and a lamp)
The odd thing is, an object like the bench is many other places on the map, without any problems.
I don't know why they disappear. So, Facepunch. Watcha think?
VMF: [URL]http://dl.dropbox.com/u/1467131/Mapzors/Transtation.vmf[/URL]
Compile log:
[quote]
** Executing...
** Command: "d:\program files (x86)\steam\steamapps\luthman_d\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\luthman_d\half-life 2\hl2" "C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: d:\program files (x86)\steam\steamapps\luthman_d\half-life 2\hl2\materials
Loading C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\luthman_d\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation.prt...Building visibility clusters...
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) (56913 bytes)
Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Error! To use model "models/props_doors/door01_dynamic.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_doors/door01_dynamic.mdl"!
Error! prop_static using model "models/props_interiors/vendingmachinesoda01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/vendingmachinesoda01a.mdl"!
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Error! prop_static using model "models/props_c17/clock01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/clock01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 97 texinfos to 73
Reduced 30 texdatas to 29 (715 bytes to 674)
Writing C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation.bsp
0 seconds elapsed
** Executing...
** Command: "d:\program files (x86)\steam\steamapps\luthman_d\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\luthman_d\half-life 2\hl2" "C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\users\daniel\documents\my dropbox\public\mapzors\Transtation.bsp
reading c:\users\daniel\documents\my dropbox\public\mapzors\Transtation.prt
185 portalclusters
564 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 78 visible clusters (0.00%)
Total clusters visible: 15599
Average clusters visible: 84
Building PAS...
Average clusters audible: 180
visdatasize:9975 compressed from 8880
writing c:\users\daniel\documents\my dropbox\public\mapzors\Transtation.bsp
2 seconds elapsed
** Executing...
** Command: "d:\program files (x86)\steam\steamapps\luthman_d\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\luthman_d\half-life 2\hl2" "C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\daniel\documents\my dropbox\public\mapzors\Transtation.bsp
Setting up ray-trace acceleration structure... Done (0.68 seconds)
686 faces
1 degenerate faces
62742 square feet [9034931.00 square inches]
7 Displacements
26 Square Feet [3795.47 Square Inches]
685 patches before subdivision
8317 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 727882, max 340
transfer lists: 5.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(7655, 6621, 3417)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1625, 1314, 612)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(396, 299, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(102, 72, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(28, 18, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(8, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0050 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 149/8192 1788/98304 ( 1.8%)
brushsides 927/65536 7416/524288 ( 1.4%)
planes 514/65536 10280/1310720 ( 0.8%)
vertexes 1234/65536 14808/786432 ( 1.9%)
nodes 392/65536 12544/2097152 ( 0.6%)
texinfos 73/12288 5256/884736 ( 0.6%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 567/0 11340/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 340/0 340/0 ( 0.0%)
faces 686/65536 38416/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 357/65536 19992/3670016 ( 0.5%)
leaves 395/65536 12640/2097152 ( 0.6%)
leaffaces 781/65536 1562/131072 ( 1.2%)
leafbrushes 272/65536 544/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4858/512000 19432/2048000 ( 0.9%)
edges 2880/256000 11520/1024000 ( 1.1%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1701/65536 3402/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 513204/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9975/16777216 ( 0.1%)
entdata [variable] 15020/393216 ( 3.8%)
LDR ambient table 395/65536 1580/262144 ( 0.6%)
HDR ambient table 395/65536 1580/262144 ( 0.6%)
LDR leaf ambient 1222/65536 34216/1835008 ( 1.9%)
HDR leaf ambient 395/65536 11060/1835008 ( 0.6%)
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] 1/5922 ( 0.0%)
pakfile [variable] 211570/0 ( 0.0%)
physics [variable] 56913/4194304 ( 1.4%)
physics terrain [variable] 1787/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 2058
Writing c:\users\daniel\documents\my dropbox\public\mapzors\Transtation.bsp
7 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Daniel\Documents\My Dropbox\Public\Mapzors\Transtation.bsp" "d:\program files (x86)\steam\steamapps\luthman_d\half-life 2\hl2\maps\Transtation.bsp"
[/quote][B]EDIT: [/B]I re-compiled with a few new stuff - some windows and such - and the bench returned. However all the lockers disappeared.
Additional info: Half Life 2 (no ep.), Win 7.
[quote]Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Error! To use model "models/props_doors/door01_dynamic.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_doors/door01_dynamic.mdl"!
Error! prop_static using model "models/props_interiors/vendingmachinesoda01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/vendingmachinesoda01a.mdl"!
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Error! prop_static using model "models/props_c17/clock01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.[/quote]
Did you fix these errors already? They are pretty self-explanatory.
Fixed them. Didn't change anything, but I got a new problem that bugs the living fuck outta me:
There's a door I turned into a prop_door, then deleted. The door doesn't show up in Hammer, but in-game it's there. Worst of all, it doesn't even work. Aaaa!
EDIT: I think I'll make a new thread for that.
EDIT 2: tikay, you were right. I tried a few different things, but in the end you were right, and it was all fixed. Appreciate it.
another note to add onto :keke:
you'll see a tab for model information to see what kind of props will allow static. here's a little model guide you might find useful!
what's that, you wanna place a...
A: STATIC PROP? go to section A!
B: PHYSICS PROP? go to section B!
C: DYNAMIC PROP? go to section C!
SECTION A:
A1: is the static box checked? go to A4.
A2: is the physics box checked? go to A5.
A3: is the dynamic box checked? go to A6.
A4: congrats, you can place this prop!
A5: is there an AllowStatic 1 in the prop data? If there is, then go to A4! if there isn't, then choose physics instead.
A6: is there both a dynamic AND a static prop checked? if so, yay, you've got a multi-use model. feel free to place either static OR dynamic!
SECTION B:
B1: is the static box checked? go to B4.
B2: is the physics box checked? go to B5.
B3: is the dynamic box checked? go to B6.
B4: you can place this prop!
B5: see B4.
B6: if there are both, then sweet, you can probably use both. but I'd stick with physics though unless you wanna parent it to something.
SECTION C:
C1: is the static box checked? go to C4.
C2: is the physics box checked? go to C5.
C3: is the dynamic box checked? go to C6.
C4: hell yeah! you can place this prop!
C5: see C4.
C6: well obviously.
now you're a model king. congratulations!
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