Half Life 2 props and textures not showing up in Css map
13 replies, posted
Now before you tell me that I should of posted this in the help thread, I already did 3 times and no one could help. So I am currently working on a zombie escape map In Css and a lot of the Half Life 2 props and textures aren't showing up. I am not positive if it is all of them, but I reinstalled Source SDK and this is still happening. Any help would be appreciated!
In hammer
[img]http://i.cubeupload.com/Ako6B3.png[/img]
In game
[img]http://i.cubeupload.com/7473D5.png[/img]
Also this might help:
[code]
** Executing...
** Command: "j:\program files\steam\steamapps\lilzachy\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike" "J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike\materials
Loading J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1.vmf
Could not locate 'GameData' key in j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike\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 (1)
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...
done (0)
writing J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1.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) (10775 bytes)
Error! prop_static using model "models/props_wasteland/cafeteria_table001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/cafeteria_table001a.mdl"!
Error! To use model "models/props_lab/citizenradio.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/citizenradio.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 70 texinfos to 46
Reduced 15 texdatas to 13 (333 bytes to 280)
Writing J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1.bsp
1 second elapsed
** Executing...
** Command: "j:\program files\steam\steamapps\lilzachy\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike" "J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading j:\documents and settings\zach whack\desktop\ze_zone12_v1.bsp
reading j:\documents and settings\zach whack\desktop\ze_zone12_v1.prt
57 portalclusters
157 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2107
Average clusters visible: 36
Building PAS...
Average clusters audible: 57
visdatasize:1393 compressed from 912
writing j:\documents and settings\zach whack\desktop\ze_zone12_v1.bsp
0 seconds elapsed
** Executing...
** Command: "j:\program files\steam\steamapps\lilzachy\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike" "J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading j:\documents and settings\zach whack\desktop\ze_zone12_v1.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
146 faces
187747 square feet [27035706.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
146 patches before subdivision
1366 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 35482, max 174
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3733, 3167, 1555)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1229, 1052, 477)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(406, 352, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(134, 118, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(44, 39, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(15, 13, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 31/8192 372/98304 ( 0.4%)
brushsides 187/65536 1496/524288 ( 0.3%)
planes 304/65536 6080/1310720 ( 0.5%)
vertexes 248/65536 2976/786432 ( 0.4%)
nodes 148/65536 4736/2097152 ( 0.2%)
texinfos 46/12288 3312/884736 ( 0.4%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 146/65536 8176/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 89/65536 4984/3670016 ( 0.1%)
leaves 152/65536 4864/2097152 ( 0.2%)
leaffaces 197/65536 394/131072 ( 0.3%)
leafbrushes 189/65536 378/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1039/512000 4156/2048000 ( 0.2%)
edges 602/256000 2408/1024000 ( 0.2%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 11/32768 110/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 201/65536 402/131072 ( 0.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 59868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1393/16777216 ( 0.0%)
entdata [variable] 2536/393216 ( 0.6%)
LDR ambient table 152/65536 608/262144 ( 0.2%)
HDR ambient table 152/65536 608/262144 ( 0.2%)
LDR leaf ambient 354/65536 9912/1835008 ( 0.5%)
HDR leaf ambient 152/65536 4256/1835008 ( 0.2%)
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] 1/986 ( 0.1%)
pakfile [variable] 105679/0 ( 0.0%)
physics [variable] 10775/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 393
Writing j:\documents and settings\zach whack\desktop\ze_zone12_v1.bsp
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "J:\Documents and Settings\Zach Whack\Desktop\ze_zone12_v1.bsp" "j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike\maps\ze_zone12_v1.bsp"
** Executing...
** Command: j:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "j:\program files\steam\steamapps\lilzachy\counter-strike source\cstrike" +map "ze_zone12_v1"[/code]
The props that are not showing up, change them from prop_static to prop_physics_multiplayer. They should appear now.
Sometimes I make them prop_dynamic instead of prop_static. Try that..
Error! prop_static using model "models/props_wasteland/cafeteria_table001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
There is your problem, change the table to prop_physics.
[QUOTE=MrBunneh;28715305]The props that are not showing up, change them from prop_static to prop_physics_multiplayer. They should appear now.[/QUOTE]
They show up now, but I don't want them to move. Also I go through them when I jump on them, and what about the textures?
[editline]20th March 2011[/editline]
Wait nevermind I just checked disable motion. But still, what about that graffiti texture?
Try placing it in a different position, if you haven't already.
That didn't work. Also how do I make a prop physics unbreakable? Right now I just set the Min Damage to 999999.
huh. not sure then. also, set the prop_physics health to a high number, say 8000.
But 999999 is higher than 8000.
Setting it to " minimum damage to hurt - 9999 " or anything higher is fine, unless someone has a weapon that deals higher then that it shouldn't break no matter what.
If you don't want your physics props to move go under the Flags tab and check off " motion disabled "
And if you fall through them make sure there isn't a flag checked that says something about players being able to clip through them, if there isn't then you could just add a clip barrier around the prop.
Also some of the decals aren't showing up when I put them in the walls. Like when I put them inside of the wall (where you should be able to see them) they don't show up. But when I make them stick out of the wall, then they show up, but then you can see the corners of the decal.
Are you using the decal tool or just placing the entity and choosing a texture?
[QUOTE=meepugh;28733439]Also some of the decals aren't showing up when I put them in the walls. Like when I put them inside of the wall (where you should be able to see them) they don't show up. But when I make them stick out of the wall, then they show up, but then you can see the corners of the decal.[/QUOTE]
With decals, I've always moved their origin thing 1 unit away from the wall they're facing, there seems to be some issues with that if it isn't moved.
[img]http://www.1337upload.net/files/decalex.jpg[/img]
Not sure what you mean by seeing the decal corners though.
look under "flags" on the physics props
Use the overlay tool instead.
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