Props disappear and framerate drops whenever I look in a certain direction

http://img641.imageshack.us/i/monroe800004.jpg/

http://img641.imageshack.us/i/monroe800004.jpg

I turn to the left and most the props disappear and my framerate goes from 153 to 79

http://img402.imageshack.us/i/monroe800006.jpg/

http://img402.imageshack.us/i/monroe800006.jpg/

http://img402.imageshack.us/i/monroe800006.jpg/

http://img402.imageshack.us/i/monroe800006.jpg

http://img186.imageshack.us/i/monroe800006.jpg/

http://img186.imageshack.us/i/monroe800006.jpg

This happens in areas all over my map too. Not inside of the buildings though.
This has been happening for days now.
What do I do?

[editline]08:37AM[/editline]

Don’t know if compile log will help.




materialPath: c:\program files\steam\steamapps\###\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.vmf
Patching WVT material: maps/monroe80/de_nuke/nukblenddirtgrass_wvt_patch
Patching WVT material: maps/monroe80/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1332 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dust*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dust*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Error! Flag "$vertexcolor" is multiply defined in material "overlays/reedmat001"!
Error! Flag "$vertexalpha" is multiply defined in material "overlays/reedmat001"!
Building Physics collision data...
done (2) (2134157 bytes)
Error! prop_static using model "models/props_lab/bindergreenlabel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/bindergreenlabel.mdl"!
Error! prop_static using model "models/props_lab/binderredlabel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/binderredlabel.mdl"!
Error! prop_static using model "models/props_trainstation/payphone_reciever001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_trainstation/payphone_reciever001a.mdl"!
Error! prop_static using model "models/props_c17/chair02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair02a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
9...10
Compacting texture/material tables...
Reduced 12427 texinfos to 6721
Reduced 238 texdatas to 185 (6753 bytes to 5296)
Writing C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
17 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
reading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.prt
3871 portalclusters
9639 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4.


[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp



materialPath: c:\program files\steam\steamapps\###\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.vmf
Patching WVT material: maps/monroe80/de_nuke/nukblenddirtgrass_wvt_patch
Patching WVT material: maps/monroe80/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1332 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dust*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dust*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Error! Flag "$vertexcolor" is multiply defined in material "overlays/reedmat001"!
Error! Flag "$vertexalpha" is multiply defined in material "overlays/reedmat001"!
Building Physics collision data...
done (2) (2134157 bytes)
Error! prop_static using model "models/props_lab/bindergreenlabel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/bindergreenlabel.mdl"!
Error! prop_static using model "models/props_lab/binderredlabel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/binderredlabel.mdl"!
Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/metalbucket01a.mdl"!
Error! prop_static using model "models/props_trainstation/payphone_reciever001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_trainstation/payphone_reciever001a.mdl"!
Error! prop_static using model "models/props_c17/chair02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair02a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
9...10
Compacting texture/material tables...
Reduced 12425 texinfos to 6719
Reduced 236 texdatas to 183 (6712 bytes to 5255)
Writing C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
21 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
reading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.prt
3871 portalclusters
9639 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6.


materialPath: c:\program files\steam\steamapps\###\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.vmf
Patching WVT material: maps/monroe80/de_nuke/nukblenddirtgrass_wvt_patch
Patching WVT material: maps/monroe80/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1340 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dust*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_dust*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Error! Flag "$vertexcolor" is multiply defined in material "overlays/reedmat001"!
Error! Flag "$vertexalpha" is multiply defined in material "overlays/reedmat001"!
Building Physics collision data...
done (4) (2142933 bytes)
Error! prop_static using model "models/props_lab/bindergreenlabel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/bindergreenlabel.mdl"!
Error! prop_static using model "models/props_lab/binderredlabel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/binderredlabel.mdl"!
Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/metalbucket01a.mdl"!
Error! prop_static using model "models/props_trainstation/payphone_reciever001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_trainstation/payphone_reciever001a.mdl"!
Error! prop_static using model "models/props_c17/chair02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair02a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
9...10
Compacting texture/material tables...
Reduced 12443 texinfos to 6723
Reduced 237 texdatas to 184 (6731 bytes to 5274)
Writing C:\Program Files\Steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
39 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
reading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.prt
3724 portalclusters
9179 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 16481 visible clusters (0.00%)
Total clusters visible: 1368076
Average clusters visible: 367
Building PAS...
Average clusters audible: 1130
visdatasize:1786751  compressed from 3515456
writing c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
6 hours, 41 minutes, 11 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
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Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
18523 faces
5 degenerate faces
5783264 square feet [832790144.00 square inches]
38 Displacements
304422 Square Feet [43836896.00 Square Inches]
18518 patches before subdivision
35750 patches after subdivision
744 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2370670, max 1696
transfer lists:  18.1 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(404467, 334930, 239781)
0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(108844, 84900, 52385)
0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(35940, 26814, 14624)
0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(13917, 10095, 4980)
0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(5187, 3620, 1607)
0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(2087, 1418, 577)
0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(814, 536, 200)
0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(336, 217, 76)
0...1...2...3...4...5...6...7...8...9...10    Bounce #9 added RGB(137, 87, 29)
0...1...2...3...4...5...6...7...8...9...10    Bounce #10 added RGB(60, 38, 13)
0...1...2...3...4...5...6...7...8...9...10    Bounce #11 added RGB(27, 17, 6)
0...1...2...3...4...5...6...7...8...9...10    Bounce #12 added RGB(13, 8, 3)
0...1...2...3...4...5...6...7...8...9...10    Bounce #13 added RGB(7, 5, 2)
0...1...2...3...4...5...6...7...8...9...10    Bounce #14 added RGB(4, 3, 2)
0...1...2...3...4...5...6...7...8...9...10    Bounce #15 added RGB(3, 2, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #16 added RGB(2, 1, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #17 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #18 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0251 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 20 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 240/1024        11520/49152    (23.4%) 
brushes               6080/8192        72960/98304    (74.2%) 
brushsides           43585/65536      348680/524288   (66.5%) 
planes               13424/65536      268480/1310720  (20.5%) 
vertexes             29914/65536      358968/786432   (45.6%) 
nodes                 9365/65536      299680/2097152  (14.3%) 
texinfos              6723/12288      484056/884736   (54.7%) 
texdata                184/2048         5888/65536    ( 9.0%) 
dispinfos               38/0            6688/0        ( 0.0%) 
disp_verts            1006/0           20120/0        ( 0.0%) 
disp_tris             1312/0            2624/0        ( 0.0%) 
disp_lmsamples        1900/0            1900/0        ( 0.0%) 
faces                18523/65536     1037288/3670016  (28.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            13468/65536      754208/3670016  (20.6%) 
leaves                9606/65536      307392/2097152  (14.7%) 
leaffaces            25995/65536       51990/131072   (39.7%) 
leafbrushes          18708/65536       37416/131072   (28.5%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           143702/512000     574808/2048000  (28.1%) 
edges                91363/256000     365452/1024000  (35.7%) 
LDR worldlights        744/8192        65472/720896   ( 9.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            8/32768          96/393216   ( 0.0%) 
waterstrips           1980/32768       19800/327680   ( 6.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         39426/65536       78852/131072   (60.2%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays               468/512        164736/180224   (91.4%) VERY FULL!
LDR lightdata         [variable]     1759252/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     1786751/16777216 (10.6%) 
entdata               [variable]      945106/393216   (240.4%) VERY FULL!
LDR ambient table     9606/65536       38424/262144   (14.7%) 
HDR ambient table     9606/65536       38424/262144   (14.7%) 
LDR leaf ambient     46316/65536     1296848/1835008  (70.7%) 
HDR leaf ambient      9606/65536      268968/1835008  (14.7%) 
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]           1/166002   ( 0.0%) 
pakfile               [variable]      190534/0        ( 0.0%) 
physics               [variable]     2142933/4194304  (51.1%) 
physics terrain       [variable]        7518/1048576  ( 0.7%) 

Level flags = 0

Total triangle count: 52525
Writing c:\program files\steam\steamapps\###\sourcesdk_content\cstrike\mapsrc\mine\monroe80.bsp
3 minutes, 13 seconds elapsed



No pictures…

[editline]04:42PM[/editline]

I’ve had this problem before, my problem was a leak I think… I can’t quite remember…

Hmm
I don’t think I have a leak.
I go to load pointfile and nothing shows up.
And, ya the pictures work now :s

Is there a pointfile at all?
Remember, if these is a pointfile able to be loaded after a compile there IS a leak.

It could be due to vvis, what setting do you have it on?

Also, your entdata is ridiculous.

That made no sense.

I said there was not a pointfile.

I have vvis on the regular setting.
I never change it.

Yeah, I’ve been trying to use less entities in my map and it took a while to get it not to crash.
Still trying to fix that too.

Yes it did.
If there is no leak, you physically can’t load the point file since there isn’t one to load. This is even if there was one before the compile.
If there is a leak, it creates one. But you knew that.
Maybe I just worded it funny.

Apparently, entdata isn’t a problem as there isn’t a limit really. Robin Walker himself said that the “limit” in Hammer is just a guideline to mappers that says it’s “full” when it’s close to about 400K, which is a reasonable size for maps.

Meaning you can go miles over it (240% as you have) and all that will change is loading times.

[editline]05:19PM[/editline]

I think the word “these” threw him off.

type in mat_wireframe 1 and mat_leafvis 1 to the in-game console.

When you turn, you are probably rendering another large section of the map, lowering your framerates. I have a map where if you stand in a certain point at a certain angle, your framerate will halve because it renders most of the map.