• Props not solid.
    8 replies, posted
Right, My problem is: I am making a map and when testing in ep2 it's ok when I load it in gmod. Some props become not solid. Basically all props from shelves fall on ground through shelves because they are not solid. And a table on which was supposed to be a ragdoll is not solid as well. You can just walk through it. But it still realises it has prop there because you can hit it. But can't put stuff on it. What's wrong?
Compile log. What prop entity is it and are the things on the top clipping inside of it at all?
[QUOTE=selby3962;18032900]Compile log. What prop entity is it and are the things on the top clipping inside of it at all?[/QUOTE] well selbs I checked compile log and still no results but ok just check it :P [code] ** Executing... ** Command: "d:\program files\steam\steamapps\arleitiss\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\arleitiss\half-life 2 episode two\ep2" "C:\Documents and Settings\Administrator\Desktop\Gm_lab" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: d:\program files\steam\steamapps\arleitiss\half-life 2 episode two\ep2\materials Loading C:\Documents and Settings\Administrator\Desktop\Gm_lab.vmf "materials/glass/glasswindow_refract01.vtf": cached version doesn't exist Patching WVT material: maps/gm_lab/nature/blendrockblack02a_dx8_wvt_patch Patching WVT material: maps/gm_lab/nature/blendrockdirt_tunnel03a_dx8_wvt_patch 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... Merged 348 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Documents and Settings\Administrator\Desktop\Gm_lab.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/mpa27*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/mpa27*.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) (267259 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1431 texinfos to 593 Reduced 156 texdatas to 127 (5120 bytes to 4303) Writing C:\Documents and Settings\Administrator\Desktop\Gm_lab.bsp 6 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\arleitiss\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\arleitiss\half-life 2 episode two\ep2" "C:\Documents and Settings\Administrator\Desktop\Gm_lab" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\documents and settings\administrator\desktop\Gm_lab.bsp reading c:\documents and settings\administrator\desktop\Gm_lab.prt 257 portalclusters 792 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 (4) Optimized: 116 visible clusters (0.00%) Total clusters visible: 28830 Average clusters visible: 112 Building PAS... Average clusters audible: 255 visdatasize:18465 compressed from 20560 writing c:\documents and settings\administrator\desktop\Gm_lab.bsp 4 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\arleitiss\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "d:\program files\steam\steamapps\arleitiss\half-life 2 episode two\ep2" "C:\Documents and Settings\Administrator\Desktop\Gm_lab" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\documents and settings\administrator\desktop\Gm_lab.bsp Setting up ray-trace acceleration structure... Done (1.16 seconds) 1995 faces 239338 square feet [34464808.00 square inches] 1 Displacements 46 Square Feet [6691.84 Square Inches] 1995 patches before subdivision 10871 patches after subdivision 56 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 1051982, max 490 transfer lists: 8.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(47879, 60701, 45396) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(16631, 20270, 13131) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(6658, 7484, 4410) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2534, 2732, 1488) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1036, 1048, 532) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(412, 405, 193) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(170, 161, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(69, 65, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(29, 27, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(12, 11, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(5, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0064 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 37/1024 1776/49152 ( 3.6%) brushes 708/8192 8496/98304 ( 8.6%) brushsides 5062/65536 40496/524288 ( 7.7%) planes 2532/65536 50640/1310720 ( 3.9%) vertexes 3561/65536 42732/786432 ( 5.4%) nodes 870/65536 27840/2097152 ( 1.3%) texinfos 593/12288 42696/884736 ( 4.8%) texdata 127/2048 4064/65536 ( 6.2%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 186/0 186/0 ( 0.0%) faces 1995/65536 111720/3670016 ( 3.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1806/65536 101136/3670016 ( 2.8%) leaves 908/65536 29056/2097152 ( 1.4%) leaffaces 2565/65536 5130/131072 ( 3.9%) leafbrushes 1122/65536 2244/131072 ( 1.7%) areas 2/256 16/2048 ( 0.8%) surfedges 17074/512000 68296/2048000 ( 3.3%) edges 11209/256000 44836/1024000 ( 4.4%) LDR worldlights 56/8192 4928/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 240/32768 2400/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4710/65536 9420/131072 ( 7.2%) cubemapsamples 15/1024 240/16384 ( 1.5%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 350996/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 18465/16777216 ( 0.1%) entdata [variable] 102204/393216 (26.0%) LDR ambient table 908/65536 3632/262144 ( 1.4%) HDR ambient table 908/65536 3632/262144 ( 1.4%) LDR leaf ambient 2957/65536 82796/1835008 ( 4.5%) HDR leaf ambient 908/65536 25424/1835008 ( 1.4%) 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] 1/18836 ( 0.0%) pakfile [variable] 1331087/0 ( 0.0%) physics [variable] 267259/4194304 ( 6.4%) physics terrain [variable] 970/1048576 ( 0.1%) Level flags = 0 Total triangle count: 5766 Writing c:\documents and settings\administrator\desktop\Gm_lab.bsp 22 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\Administrator\Desktop\Gm_lab.bsp" "d:\program files\steam\steamapps\arleitiss\half-life 2 episode two\ep2\maps\Gm_lab.bsp" [/code]
What entity did you use to make these props? This could be caused because Garry's Mod is a multiplayer game. The things on the shelves might be serverside, while the shelves are clientside. Try making the shelves a prop_physics_multiplayer and enable the force serverside flag.
[QUOTE=darkspork;18042644]What entity did you use to make these props? This could be caused because Garry's Mod is a multiplayer game. The things on the shelves might be serverside, while the shelves are clientside. Try making the shelves a prop_physics_multiplayer and enable the force serverside flag.[/QUOTE] They are prop_static Also yes problem occurs only on server. I have thought of solution. So far I just put nodraw underthings so taht it looks like normal
[QUOTE=arleitiss;18044551]They are prop_static Also yes problem occurs only on server. I have thought of solution. So far I just put nodraw underthings so taht it looks like normal[/QUOTE] Whatever floats your boat ;)
[QUOTE=arleitiss;18044551]They are prop_static Also yes problem occurs only on server. I have thought of solution. So far I just put nodraw underthings so that it looks like normal[/QUOTE] Sorry but I'd have to say that's not the best idea; Unnecessary brushes plus added bsp data, try using prop_dynamic_override, but also in the model browser check what the model data is: in previewing the model click on the data tab and it should tell you what you can set the model as.
yeah, you can and other props can go through prop_static.
[QUOTE=Apollo441;18057599]Sorry but I'd have to say that's not the best idea; Unnecessary brushes plus added bsp data, try using prop_dynamic_override, but also in the model browser check what the model data is: in previewing the model click on the data tab and it should tell you what you can set the model as.[/QUOTE] You have to do it sometimes unfortunately. Certainly some TF2 models have no collision mesh, so you have to bodge it.
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