Models not appearing

Hi, thanks for reading.

I’ve compiled a small hallway light that I wish to test and refine. I am attempting to compile a map with 58 of them, all being prop_detail, with 9 lights overhead. I’ve tried everything I can think of, but I don’t understand what the issue is. The model is not the problem, as I am able to spawn it (unless it must have special properties to be a prop_detail, which would be weird.) – Anyways, any help could be appreciated. I’ve tried deleting the BSP and recompiling, deleting the model and recompiling, compiling a new map, and changing the VMT to “UnlitGeneric”.

I’ll continue looking on Google, but haven’t found anything yet. Any help would be appreciated. Here is my compile log:



** Executing...
** Command: "f:\valve\steam\steamapps\(username removed)\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod" "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense"
Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\materials
Loading f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.prt...done (0)
*** Error: Skybox vtf files for skybox/sky_day01_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (5078 bytes)
Error loading studio model "models/retrobox/retro_fatbot_1.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model "models/retrobox/retro_hall_light.mdl"!
10
Compacting texture/material tables...
Reduced 19 texinfos to 7
Reduced 4 texdatas to 4 (125 bytes to 125)
Writing f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.bsp
0 seconds elapsed
** Executing...
** Command: "f:\valve\steam\steamapps\(username removed)\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod" "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense"
Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.bsp
reading f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.prt
  10 portalclusters
  13 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: 100
Average clusters visible: 10
Building PAS...
Average clusters audible: 10
visdatasize:124  compressed from 160
writing f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.bsp
0 seconds elapsed
** Executing...
** Command: "f:\valve\steam\steamapps\(username removed)\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod" "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense"
Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'f:\valve\steam\steamapps\(username removed)\sourcesdk\bin\ep1\bin\lights.rad']
[45 texlights parsed from 'f:\valve\steam\steamapps\(username removed)\sourcesdk\bin\ep1\bin\lights.rad']
Loading f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.bsp
105 faces
69859 square feet [10059776.00 square inches]
0 displacements
0 square feet [0.00 square inches]
105 patches before subdivision
8831 patches after subdivision
9 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 1244935, max 323
transfer lists:   9.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #1 added RGB(54997, 54997, 54997)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #2 added RGB(17890, 17890, 17890)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #3 added RGB(5783, 5783, 5783)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #4 added RGB(1869, 1869, 1869)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #5 added RGB(604, 604, 604)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #6 added RGB(195, 195, 195)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #7 added RGB(63, 63, 63)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #8 added RGB(20, 20, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #9 added RGB(7, 7, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #10 added RGB(2, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #11 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0044 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 14/8192          168/98304    ( 0.2%) 
brushsides              84/65536         672/524288   ( 0.1%) 
planes                  72/65536        1440/1310720  ( 0.1%) 
vertexes               153/65536        1836/786432   ( 0.2%) 
nodes                   57/65536        1824/2097152  ( 0.1%) 
texinfos                 7/12288         504/884736   ( 0.1%) 
texdata                  4/2048          128/65536    ( 0.2%) 
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                  105/65536        5880/3670016  ( 0.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                8/65536         448/3670016  ( 0.0%) 
leaves                  59/65536        1888/2097152  ( 0.1%) 
leaffaces              105/65536         210/131072   ( 0.2%) 
leafbrushes            105/65536         210/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              506/512000       2024/2048000  ( 0.1%) 
edges                  267/256000       1068/1024000  ( 0.1%) 
LDR worldlights          9/8192          792/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             12/32768         120/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           144/65536         288/131072   ( 0.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      179060/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         124/16777216 ( 0.0%) 
entdata               [variable]        1579/393216   ( 0.4%) 
LDR leaf ambient        59/65536        1416/1572864  ( 0.1%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]          26/0        ( 0.0%) 
Level flags = 0
Win32 Specific Data:
physics               [variable]        5078/4194304  ( 0.1%) 
==== Total Win32 BSP file data space used: 206849 bytes ====
Total triangle count: 264
Writing f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.bsp
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\mapsrc\zs_hallway_defense.bsp" "f:\valve\steam\steamapps\(username removed)\garrysmod\garrysmod\maps\zs_hallway_defense.bsp"


I’d like to add that I’ve also tried using prop_static instead, but still no avail. I’m not sure if this problem is with the map, with hammer, my compiler, the model or the QC file. They all look fine, and I’m using $staticprop in the QC file.

Try using prop_dynamic instead, if the models are completely not there, then they are the wrong type. If it’s showing as an error, then it’s more likely to be an issue with your filepaths or model itself.

Is there a way to tell what type of prop a certain model should be? I’ve got a bunch of chairs, a table, and a newspaper that doesn’t show in one map.

When you’re in the model browser, there should be an “info” tab on the right side. That will tell you want type of prop you should place it as.

okay, cool.

[editline]12:00PM[/editline]

Err, I have a bunch of props that claim they can me static or physics, but they only appear as physics. Can someone explain to me why that is?

I’d not noticed this but I believe Iron Phoenix mentioned this problem recently too. Some show up as static, even if they can’t be. Just make them a prop_dynamic instead.

okay. I guess I’ll have to settle for this.

Thank you for the replies.

I got the model to show up using prop_dynamic, but won’t that be somewhat of a performance hit if I have so many of them in the map? I want this model in the map, and sadly can’t settle for less even if it isn’t the most amazing model out there.

Is there any way to get it to show up without tinkering with the model itself? It’s looking like this might be a model problem instead of a mapping problem as I had originally thought.

Also, thank you for informing me of the info tab. It says prop_static or prop_dynamic, though only appears as prop_dynamic.

I can’t see why it would be a performance hit. Prop_physics compared to prop_static would be, but th few extra settings shouldnt make a vast amount of difference. If you’re really bothered you could use prop_static_override.