Props disappearing when startup

Hey guys,

I tried almost everything to get some of my props(couches, chairs and a lamp(I got a toilet, sink and a bathtub to work)) to work in my map but every time I run the map and go to the area where I placed the objects, they aren’t there.

I looked at the logs a while back to try and fix it and it said it was the wrong properties (Prop_dynamic, Prop_Physics, Prop_Static, etc). After fiddling with the props and replacing them with the properties it told me to, they still disappear.

I have no clue how to fix it. I even tried the Steam forums but not many people replied and no one could help me.

Do you guys know whats wrong?

Compile log.

I get this same problem,but with physblocks

materialPath: c:\program files\steam\steamapps\sarge756\half-life 2\hl2\materials
Loading C:\Users\kyle\Desktop\SuperUltimateZombieSlayer\mapsrc\dorm1.vmf
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\sarge756\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides…
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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\kyle\Desktop\SuperUltimateZombieSlayer\mapsrc\dorm1.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) (7441 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 12 texinfos to 7
Reduced 4 texdatas to 4 (92 bytes to 92)
Writing C:\Users\kyle\Desktop\SuperUltimateZombieSlayer\mapsrc\dorm1.bsp
0 seconds elapsed

2 threads
reading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
reading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.prt
15 portalclusters
18 numportals
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 169
Average clusters visible: 11
Building PAS…
Average clusters audible: 15
visdatasize:184 compressed from 240
writing c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
0 seconds elapsed

[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
58 faces
4365 square feet [628675.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
58 patches before subdivision
680 patches after subdivision
3 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 35792, max 149
transfer lists: 0.3 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(13554, 10768, 7024)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(4087, 2519, 980)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(1239, 600, 142)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(373, 142, 20)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(112, 34, 3)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(34, 8, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(10, 2, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #8 added RGB(3, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0009 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 120/65536 960/524288 ( 0.2%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 113/65536 1356/786432 ( 0.2%)
nodes 52/65536 1664/2097152 ( 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 58/65536 3248/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 54/65536 1728/2097152 ( 0.1%)
leaffaces 70/65536 140/131072 ( 0.1%)
leafbrushes 44/65536 88/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 404/512000 1616/2048000 ( 0.1%)
edges 254/256000 1016/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 84/65536 168/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 24212/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 184/16777216 ( 0.0%)
entdata [variable] 3215/393216 ( 0.8%)
LDR ambient table 54/65536 216/262144 ( 0.1%)
HDR ambient table 54/65536 216/262144 ( 0.1%)
LDR leaf ambient 105/65536 2940/1835008 ( 0.2%)
HDR leaf ambient 54/65536 1512/1835008 ( 0.1%)
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] 1/598 ( 0.2%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 7441/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 152
Writing c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
3 seconds elapsed

[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
58 faces
4365 square feet [628675.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
58 patches before subdivision
680 patches after subdivision
3 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 35792, max 149
transfer lists: 0.3 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(13554, 10768, 7024)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(4087, 2519, 980)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(1239, 600, 142)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(373, 142, 20)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(112, 34, 3)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(34, 8, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(10, 2, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #8 added RGB(3, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0010 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 120/65536 960/524288 ( 0.2%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 113/65536 1356/786432 ( 0.2%)
nodes 52/65536 1664/2097152 ( 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 58/65536 3248/3670016 ( 0.1%)
hdr faces 58/65536 3248/3670016 ( 0.1%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 54/65536 1728/2097152 ( 0.1%)
leaffaces 70/65536 140/131072 ( 0.1%)
leafbrushes 44/65536 88/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 404/512000 1616/2048000 ( 0.1%)
edges 254/256000 1016/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 3/8192 264/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 84/65536 168/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 24212/0 ( 0.0%)
HDR lightdata [variable] 24212/0 ( 0.0%)
visdata [variable] 184/16777216 ( 0.0%)
entdata [variable] 3215/393216 ( 0.8%)
LDR ambient table 54/65536 216/262144 ( 0.1%)
HDR ambient table 54/65536 216/262144 ( 0.1%)
LDR leaf ambient 105/65536 2940/1835008 ( 0.2%)
HDR leaf ambient 105/65536 2940/1835008 ( 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] 1/598 ( 0.2%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 7441/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 152
Writing c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
3 seconds elapsed

materialPath: c:\program files\steam\steamapps\sarge756\half-life 2\hl2\materials
Loading C:\Users\kyle\Desktop\SuperUltimateZombieSlayer\mapsrc\dorm1.vmf
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\sarge756\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides…
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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\kyle\Desktop\SuperUltimateZombieSlayer\mapsrc\dorm1.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) (7441 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 12 texinfos to 7
Reduced 4 texdatas to 4 (92 bytes to 92)
Writing C:\Users\kyle\Desktop\SuperUltimateZombieSlayer\mapsrc\dorm1.bsp
0 seconds elapsed

2 threads
reading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
reading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.prt
15 portalclusters
18 numportals
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 169
Average clusters visible: 11
Building PAS…
Average clusters audible: 15
visdatasize:184 compressed from 240
writing c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
0 seconds elapsed

[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
58 faces
4365 square feet [628675.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
58 patches before subdivision
680 patches after subdivision
3 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 35792, max 149
transfer lists: 0.3 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(13554, 10768, 7024)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(4087, 2519, 980)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(1239, 600, 142)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(373, 142, 20)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(112, 34, 3)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(34, 8, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(10, 2, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #8 added RGB(3, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0009 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 120/65536 960/524288 ( 0.2%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 113/65536 1356/786432 ( 0.2%)
nodes 52/65536 1664/2097152 ( 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 58/65536 3248/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 54/65536 1728/2097152 ( 0.1%)
leaffaces 70/65536 140/131072 ( 0.1%)
leafbrushes 44/65536 88/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 404/512000 1616/2048000 ( 0.1%)
edges 254/256000 1016/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 84/65536 168/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 24212/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 184/16777216 ( 0.0%)
entdata [variable] 3210/393216 ( 0.8%)
LDR ambient table 54/65536 216/262144 ( 0.1%)
HDR ambient table 54/65536 216/262144 ( 0.1%)
LDR leaf ambient 105/65536 2940/1835008 ( 0.2%)
HDR leaf ambient 54/65536 1512/1835008 ( 0.1%)
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] 1/598 ( 0.2%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 7441/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 152
Writing c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
3 seconds elapsed

[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
58 faces
4365 square feet [628675.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
58 patches before subdivision
680 patches after subdivision
3 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 35792, max 149
transfer lists: 0.3 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(13554, 10768, 7024)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(4087, 2519, 980)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(1239, 600, 142)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(373, 142, 20)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(112, 34, 3)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(34, 8, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(10, 2, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #8 added RGB(3, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0011 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 120/65536 960/524288 ( 0.2%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 113/65536 1356/786432 ( 0.2%)
nodes 52/65536 1664/2097152 ( 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 58/65536 3248/3670016 ( 0.1%)
hdr faces 58/65536 3248/3670016 ( 0.1%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 54/65536 1728/2097152 ( 0.1%)
leaffaces 70/65536 140/131072 ( 0.1%)
leafbrushes 44/65536 88/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 404/512000 1616/2048000 ( 0.1%)
edges 254/256000 1016/1024000 ( 0.1%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 3/8192 264/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 84/65536 168/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 24212/0 ( 0.0%)
HDR lightdata [variable] 24212/0 ( 0.0%)
visdata [variable] 184/16777216 ( 0.0%)
entdata [variable] 3210/393216 ( 0.8%)
LDR ambient table 54/65536 216/262144 ( 0.1%)
HDR ambient table 54/65536 216/262144 ( 0.1%)
LDR leaf ambient 105/65536 2940/1835008 ( 0.2%)
HDR leaf ambient 105/65536 2940/1835008 ( 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] 1/598 ( 0.2%)
pakfile [variable] 105651/0 ( 0.0%)
physics [variable] 7441/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 152
Writing c:\users\kyle\desktop\superultimatezombieslayer\mapsrc\dorm1.bsp
3 seconds elapsed

I ran that thru the compiler checker and it said theres no problems, But try running VBSP when doing this then repost log.

Have you checked the map for errors. The same problem happened to me, and after i looked for errors i noticed there was a leak messing with it.

Wow, you managed to completely miss the compile log and the fact there was no leaks in it, what the fuck?

OP did you pick the right type, that was in the model browser? I know you said you fixed it, but just because the compile log doesn’t show it, doesn’t mean its the right prop type. If you go into the model browser, and go to the info tab, you should see like Dynamic, physics and static. Whatever ones are checked can be that prop type.

If physics and static is checked it has to be physics.

I tried the 3 types on my couch but it still disappeared. I’m guessing there was a leak like one of you said because my toilet, sink, and my bath tub aren’t disappearing but are in a different room.

That isn’t how leaks work. And there isn’t any in the compile log.

Not sure whats going on then. I’ll keep fiddling with the prop things and Ill try some other props.

Some props are just fucked up. Try a prop_physics_override.

Well, I refreshed my content and reset the defaults for the 3rd time this week and it turns out that fixed it but there is still some problems with the way the props should work.

Some props can’t be made static even tho it says they can be.

Then just use a prop_physics with motion disabled?

Ah thanks.

Alright thanks guys! Most of what I needed to know was from what you guys told me.