prop_door_rotating invisible ingame

I have a prop_door_rotating for a door, but it’s invisible in game. I can see the model in Hammer, though.

[editline]13th October 2015[/editline]

Bumping this.

do you have a compile log? Because we need more information other than this to help you :pwn:


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2.vmf"

Valve Software - vbsp.exe (Dec  9 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2.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) (34943 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 153 texinfos to 68
Reduced 13 texdatas to 13 (311 bytes to 311)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2"

Valve Software - vvis.exe (Dec  9 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.prt
  64 portalclusters
 137 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: 20 visible clusters (1.23%)
Total clusters visible: 1626
Average clusters visible: 25
Building PAS...
Average clusters audible: 53
visdatasize:1527  compressed from 1024
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2"

Valve Software - vrad.exe SSE (Dec  9 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.bsp
Setting up ray-trace acceleration structure... Done (0.06 seconds)
328 faces
40164 square feet [5783684.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
328 patches before subdivision
6422 patches after subdivision
16 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 (0)
transfers 646069, max 315
transfer lists:   4.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(17590, 15943, 11378)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1893, 1574, 939)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(213, 163, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(24, 17, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0022 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                 91/8192         1092/98304    ( 1.1%) 
brushsides             555/65536        4440/524288   ( 0.8%) 
planes                 320/65536        6400/1310720  ( 0.5%) 
vertexes               640/65536        7680/786432   ( 1.0%) 
nodes                  231/65536        7392/2097152  ( 0.4%) 
texinfos                68/12288        4896/884736   ( 0.6%) 
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                  328/65536       18368/3670016  ( 0.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              208/65536       11648/3670016  ( 0.3%) 
leaves                 237/65536        7584/2097152  ( 0.4%) 
leaffaces              353/65536         706/131072   ( 0.5%) 
leafbrushes            196/65536         392/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2404/512000       9616/2048000  ( 0.5%) 
edges                 1434/256000       5736/1024000  ( 0.6%) 
LDR worldlights         16/8192         1408/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             21/32768         210/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           330/65536         660/131072   ( 0.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      277476/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1527/16777216 ( 0.0%) 
entdata               [variable]        9868/393216   ( 2.5%) 
LDR ambient table      237/65536         948/262144   ( 0.4%) 
HDR ambient table      237/65536         948/262144   ( 0.4%) 
LDR leaf ambient       602/65536       16856/1835008  ( 0.9%) 
HDR leaf ambient       237/65536        6636/1835008  ( 0.4%) 
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]           1/1848     ( 0.1%) 
pakfile               [variable]      105691/0        ( 0.0%) 
physics               [variable]       34943/4194304  ( 0.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 906
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.bsp
1 second elapsed
Valve Software - vrad.exe SSE (Dec  9 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
328 faces
40164 square feet [5783684.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
328 patches before subdivision
6422 patches after subdivision
16 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 (0)
transfers 646069, max 315
transfer lists:   4.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(17590, 15943, 11378)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1893, 1574, 939)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(213, 163, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(24, 17, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                 91/8192         1092/98304    ( 1.1%) 
brushsides             555/65536        4440/524288   ( 0.8%) 
planes                 320/65536        6400/1310720  ( 0.5%) 
vertexes               640/65536        7680/786432   ( 1.0%) 
nodes                  231/65536        7392/2097152  ( 0.4%) 
texinfos                68/12288        4896/884736   ( 0.6%) 
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                  328/65536       18368/3670016  ( 0.5%) 
hdr faces              328/65536       18368/3670016  ( 0.5%) 
origfaces              208/65536       11648/3670016  ( 0.3%) 
leaves                 237/65536        7584/2097152  ( 0.4%) 
leaffaces              353/65536         706/131072   ( 0.5%) 
leafbrushes            196/65536         392/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2404/512000       9616/2048000  ( 0.5%) 
edges                 1434/256000       5736/1024000  ( 0.6%) 
LDR worldlights         16/8192         1408/720896   ( 0.2%) 
HDR worldlights         16/8192         1408/720896   ( 0.2%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             21/32768         210/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           330/65536         660/131072   ( 0.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      277476/0        ( 0.0%) 
HDR lightdata         [variable]      277476/0        ( 0.0%) 
visdata               [variable]        1527/16777216 ( 0.0%) 
entdata               [variable]        9868/393216   ( 2.5%) 
LDR ambient table      237/65536         948/262144   ( 0.4%) 
HDR ambient table      237/65536         948/262144   ( 0.4%) 
LDR leaf ambient       602/65536       16856/1835008  ( 0.9%) 
HDR leaf ambient       602/65536       16856/1835008  ( 0.9%) 
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]           1/1848     ( 0.1%) 
pakfile               [variable]      105691/0        ( 0.0%) 
physics               [variable]       34943/4194304  ( 0.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 906
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_city29_beta2.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\rp_city29_beta2.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" -windowed +map "rp_city29_beta2"


Anything, guys? This is pretty important to me.

The door you are currently using is a physics prop. You can verify this by clicking on the info tab in hammer’s model browser.

Use models\props_doors\door01_dynamic.mdl instead.

It shows up in the game now, but I can’t open/close it and I can go right through it.

Anybody else?

Bumping again for help.

-have you tried using different door models?
-is the door physics/dynamic/static?
-how did you create the door exactly?
-what options have you tampered with?
-have you made other doors on the map?
-metal gear online when?

  • Yes. Same problems.
  • This is the only kind of door I can use for what I need.
  • New Entity>Properties>Changed to prop_door_rotatin>Changed model
  • Anything that seems relelvent.
  • Yes, but not prop_door_rotatings.

Try creating a new empty map, make a single sealed room, and copy/paste the door into it, compile and see if it works. If it doesn’t, try creating the door from scratch until something works, and then copy that working door into the original map.

If it does, then something is wrong with the original map, there are a lot of possibilities for what’s going wrong, so you’ll need to get dirty with testing why this area / entity / etc isn’t working where it is.

It must just be a problem with the doors, because it happens whenever I make a map for GMod, I guess.

I have a ghetto idea, so I’ll try that and post if it works.

[editline]16th October 2015[/editline]

It’s very ugly, but it works. I made a func_door_rotating and parented a prop_dynamic to it. Am I able to add the moving handle to the prop?

youre kind of asking for a lot there. the handle would appear but you probably wont get the animation out of it. look at it this way, it works.

you can make the door have an output to change the handle model’s animation if you’re going with it that way

I’m not quite sure how to do that, but that’s exactly what I need.

add a prop_dynamic for the handle and name it, browse the animation sets/look at the “sequence” tab for stuff you need
then go to the func_door_rotating and have it so that in the outputs your onopen tells the handle prop to play that anim name and it also plays another anim onclose (or same anim if it has limited animation sets)
should come off looking like this “onopen underwear_doorknob setanimation animnamehere”, likewise with onclose

make sure you dont use delays, weird stuff happens if a player can repeatedly trigger an i/o with delays