Problem With prop_static entity

In Hammer Map Editor.

I made a simple map with two spawns and some hills.

I place 3 explosive barrels with “prop_physics.”

I run the map and they are there, the next time I edit, I add a building and a water tower, run the map, and they aren’t there.

But the barrels are still there.

Post the compile log.

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\lolman913\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/bestsofar/de_train/blendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity info_player_terrorist (-30.26 128.00 384.00) leaked!
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) (2024 bytes)
Error loading studio model “”!
Static prop models/props_buildings/watertower_002a.mdl outside the map (2112.00, 1024.00, 512.00)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 11 texinfos to 3
Reduced 3 texdatas to 2 (99 bytes to 46)
Writing C:\Program Files (x86)\Steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\lolman913\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar”

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp
reading c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.prt

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\lolman913\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike” “C:\Program Files (x86)\Steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.03 seconds)
118 faces
824701 square feet [118757024.00 square inches]
2 Displacements
116508 Square Feet [16777216.00 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<0.0031 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.
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 1/1024 48/49152 ( 0.1%)
brushes 5/8192 60/98304 ( 0.1%)
brushsides 30/65536 240/524288 ( 0.0%)
planes 60/65536 1200/1310720 ( 0.1%)
vertexes 143/65536 1716/786432 ( 0.2%)
nodes 157/65536 5024/2097152 ( 0.2%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 370/0 7400/0 ( 0.0%)
disp_tris 640/0 1280/0 ( 0.0%)
disp_lmsamples 120862/0 120862/0 ( 0.0%)
faces 118/65536 6608/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 24/65536 1344/3670016 ( 0.0%)
leaves 159/65536 5088/2097152 ( 0.2%)
leaffaces 116/65536 232/131072 ( 0.2%)
leafbrushes 38/65536 76/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 576/512000 2304/2048000 ( 0.1%)
edges 309/256000 1236/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 112904/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1497/393216 ( 0.4%)
LDR ambient table 159/65536 636/262144 ( 0.2%)
HDR ambient table 159/65536 636/262144 ( 0.2%)
LDR leaf ambient 120/65536 3360/1835008 ( 0.2%)
HDR leaf ambient 159/65536 4452/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 106004/0 ( 0.0%)
physics [variable] 2024/4194304 ( 0.0%)
physics terrain [variable] 407/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 244
Writing c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.03 seconds)
118 faces
824701 square feet [118757024.00 square inches]
2 Displacements
116508 Square Feet [16777216.00 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<0.0034 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.
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 1/1024 48/49152 ( 0.1%)
brushes 5/8192 60/98304 ( 0.1%)
brushsides 30/65536 240/524288 ( 0.0%)
planes 60/65536 1200/1310720 ( 0.1%)
vertexes 143/65536 1716/786432 ( 0.2%)
nodes 157/65536 5024/2097152 ( 0.2%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 370/0 7400/0 ( 0.0%)
disp_tris 640/0 1280/0 ( 0.0%)
disp_lmsamples 120862/0 120862/0 ( 0.0%)
faces 118/65536 6608/3670016 ( 0.2%)
hdr faces 118/65536 6608/3670016 ( 0.2%)
origfaces 24/65536 1344/3670016 ( 0.0%)
leaves 159/65536 5088/2097152 ( 0.2%)
leaffaces 116/65536 232/131072 ( 0.2%)
leafbrushes 38/65536 76/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 576/512000 2304/2048000 ( 0.1%)
edges 309/256000 1236/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 112904/0 ( 0.0%)
HDR lightdata [variable] 112904/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1497/393216 ( 0.4%)
LDR ambient table 159/65536 636/262144 ( 0.2%)
HDR ambient table 159/65536 636/262144 ( 0.2%)
LDR leaf ambient 120/65536 3360/1835008 ( 0.2%)
HDR leaf ambient 120/65536 3360/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 106004/0 ( 0.0%)
physics [variable] 2024/4194304 ( 0.0%)
physics terrain [variable] 407/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 244
Writing c:\program files (x86)\steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp
3 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\lolman913\sourcesdk_content\cstrike\mapsrc\bestsofar.bsp” “c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike\maps\bestsofar.bsp”

** Executing…
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 240 -game “c:\program files (x86)\steam\steamapps\lolman913\counter-strike source\cstrike”


**** leaked ****
Entity info_player_terrorist (-30.26 128.00 384.00) leaked!

map>load point file, follow the red line to the hole and fill it up. Entities, displacements, and brush entities do not seal it, nor does water.


Error loading studio model ""!
Static prop models/props_buildings/watertower_002a.mdl outside the map (2112.00, 1024.00, 512.00)

The model is outside of the map, make sure the x inside the 2d view is inside the map.

Also it may not show up because you have the wrong model type. When browsing models make sure to check the info tab to see what it can be. If physics and static are checked it can only be physics, if dynamic and static are checked it can be either or. If dynamic and physics it can be either or.

“map>load point file, follow the red line”

“red line”

What red line?

.

.

Also, I wanted to make only some of the tower shown, like, half of it was underground.

How do?

[editline]24th August 2011[/editline]

So.

I don’t get this:

**** leaked ****
Entity info_player_terrorist (-30.26 128.00 384.00) leaked!

Or this:

map>load point file, follow the red line to the hole and fill it up. Entities, displacements, and brush entities do not seal it, nor does water.

On the menu bar, click on the map button to open the dialog, then click on load point file. A red line will be shown, follow it from the entity (in this case an info_player_terrorist). Where the line passes through into the big black that we call the void, that is where the leak is.

The map must be sealed on all sides by physical blocks (or brushes) that are not tied to an entity (by pressing ctrl+t on any brush), covered with the water texture, or made into a displacement.

If any part of a model or brush is outside the map grid, then the map will throw up serious errors. Ensure all the content is on the grid, not in the black space surrounding the 2d views.

If you still can’t work this out, upload the .vmf file and i’ll take a look.

Thanks!

That fixed it!

Thanks! Also fixed my problem