Prop_statics not showing up

Hi, i have some prop_statics using the c17 lockers, they say they use physics or statics as a prop but in game they do not show up. its compiling correctly and there are no leaks in my map. Why wont they appear in the map?

Compile log please.



** Executing...
** Command: "j:\games\steam\steamapps\death707\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "j:\games\steam\steamapps\death707\half-life 2\hl2" "J:\Games\Steam\steamapps\death707\sourcesdk_content\Random Source Mod\sdk_random_lockerroom"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: j:\games\steam\steamapps\death707\half-life 2\hl2\materials
Loading J:\Games\Steam\steamapps\death707\sourcesdk_content\Random Source Mod\sdk_random_lockerroom.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_door_rotating (-215.00 312.00 54.28) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

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) (12559 bytes)
Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17 texinfos to 13
Reduced 8 texdatas to 7 (197 bytes to 144)
Writing J:\Games\Steam\steamapps\death707\sourcesdk_content\Random Source Mod\sdk_random_lockerroom.bsp
1 second elapsed

** Executing...
** Command: "j:\games\steam\steamapps\death707\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "j:\games\steam\steamapps\death707\half-life 2\hl2" -fast "J:\Games\Steam\steamapps\death707\sourcesdk_content\Random Source Mod\sdk_random_lockerroom"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
2 threads
reading j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.bsp
reading j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.prt
LoadPortals: couldn't read j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.prt


** Executing...
** Command: "j:\games\steam\steamapps\death707\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "j:\games\steam\steamapps\death707\half-life 2\hl2" -noextra "J:\Games\Steam\steamapps\death707\sourcesdk_content\Random Source Mod\sdk_random_lockerroom"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.bsp
No vis information, direct lighting only.
120 faces
7280 square feet [1048348.25 square inches]
0 displacements
0 square feet [0.00 square inches]
4 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0005 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                 34/8192          408/98304    ( 0.4%) 
brushsides             224/65536        1792/524288   ( 0.3%) 
planes                 134/65536        2680/1310720  ( 0.2%) 
vertexes               281/65536        3372/786432   ( 0.4%) 
nodes                  148/65536        4736/2097152  ( 0.2%) 
texinfos                13/12288         936/884736   ( 0.1%) 
texdata                  7/2048          224/65536    ( 0.3%) 
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                  120/65536        6720/3670016  ( 0.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               58/65536        3248/3670016  ( 0.1%) 
leaves                 150/65536        4800/2097152  ( 0.2%) 
leaffaces              134/65536         268/131072   ( 0.2%) 
leafbrushes             87/65536         174/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              785/512000       3140/2048000  ( 0.2%) 
edges                  479/256000       1916/1024000  ( 0.2%) 
LDR worldlights          4/8192          352/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             13/32768         130/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           186/65536         372/131072   ( 0.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       70168/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        6897/393216   ( 1.8%) 
LDR leaf ambient       150/65536        3600/1572864  ( 0.2%) 
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]       20372/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       12559/4194304  ( 0.3%) 
==== Total Win32 BSP file data space used: 148930 bytes ====

Total triangle count: 317
Writing j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.bsp
No vis information, direct lighting only.
120 faces
7280 square feet [1048348.25 square inches]
0 displacements
0 square feet [0.00 square inches]
4 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0004 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                 34/8192          408/98304    ( 0.4%) 
brushsides             224/65536        1792/524288   ( 0.3%) 
planes                 134/65536        2680/1310720  ( 0.2%) 
vertexes               281/65536        3372/786432   ( 0.4%) 
nodes                  148/65536        4736/2097152  ( 0.2%) 
texinfos                13/12288         936/884736   ( 0.1%) 
texdata                  7/2048          224/65536    ( 0.3%) 
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                  120/65536        6720/3670016  ( 0.2%) 
hdr faces              120/65536        6720/3670016  ( 0.2%) 
origfaces               58/65536        3248/3670016  ( 0.1%) 
leaves                 150/65536        4800/2097152  ( 0.2%) 
leaffaces              134/65536         268/131072   ( 0.2%) 
leafbrushes             87/65536         174/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              785/512000       3140/2048000  ( 0.2%) 
edges                  479/256000       1916/1024000  ( 0.2%) 
LDR worldlights          4/8192          352/720896   ( 0.0%) 
HDR worldlights          4/8192          352/720896   ( 0.0%) 
waterstrips             13/32768         130/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           186/65536         372/131072   ( 0.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       70168/0        ( 0.0%) 
HDR lightdata         [variable]       70168/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        6897/393216   ( 1.8%) 
LDR leaf ambient       150/65536        3600/1572864  ( 0.2%) 
HDR leaf ambient       150/65536        3600/1572864  ( 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]       20372/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       12559/4194304  ( 0.3%) 
==== Total Win32 BSP file data space used: 229770 bytes ====

Total triangle count: 317
Writing j:\games\steam\steamapps\death707\sourcesdk_content\random source mod\sdk_random_lockerroom.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "J:\Games\Steam\steamapps\death707\sourcesdk_content\Random Source Mod\sdk_random_lockerroom.bsp" "j:\games\steam\steamapps\death707\half-life 2\hl2\maps\sdk_random_lockerroom.bsp"


You have a leak.

Some original hl2 props say static, but they aren’t. I found that out the hard way.

Shit you’re right, time to find it. CLOSE

www.intelopers.net/errors

Try posting the compile log there.

It looks like you have leaks and a skybox problem.

Look, some models are meant to be only prop_physics not prop_static. Some, in the other case are only meant to be dynamic.
Make the prop that is static a prop_physics then go to Flags and click the disable motion thing.

I found this info on another forum, and i had a lot of problems with that before too.

Helpful?

Edit: You have a leaking prop_door_rotating, make the door a bit away from the walls, and fix your skybox.

Have a clock.