Props not randomly showing up (this again!)

Some props in my map aren’t showing up.

I’ve made sure there are no leaks and every prop has the correct prop type.




** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.vmf
Patching WVT material: maps/coord_test/radbox map textures/blend_dirtrock_wvt_patch
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\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.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) (54626 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 71 texinfos to 55
Reduced 16 texdatas to 15 (699 bytes to 664)
Writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
reading c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.prt
 271 portalclusters
 854 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 (28)
Optimized: 21 visible clusters (0.00%)
Total clusters visible: 31101
Average clusters visible: 114
Building PAS...
Average clusters audible: 268
visdatasize:19883  compressed from 21680
writing c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
28 seconds elapsed

** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
Setting up ray-trace acceleration structure... Done (0.64 seconds)
855 faces
4 degenerate faces
59920 square feet [8628599.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
851 patches before subdivision
8795 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 855350, max 462
transfer lists:   6.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(8860, 3361, 783)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1573, 333, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(454, 41, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(104, 5, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(31, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(9, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0063 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                152/8192         1824/98304    ( 1.9%) 
brushsides            1312/65536       10496/524288   ( 2.0%) 
planes                1252/65536       25040/1310720  ( 1.9%) 
vertexes              1249/65536       14988/786432   ( 1.9%) 
nodes                  486/65536       15552/2097152  ( 0.7%) 
texinfos                55/12288        3960/884736   ( 0.4%) 
texdata                 15/2048          480/65536    ( 0.7%) 
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                  855/65536       47880/3670016  ( 1.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              403/65536       22568/3670016  ( 0.6%) 
leaves                 488/65536       15616/2097152  ( 0.7%) 
leaffaces              966/65536        1932/131072   ( 1.5%) 
leafbrushes            379/65536         758/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             5766/512000      23064/2048000  ( 1.1%) 
edges                 3250/256000      13000/1024000  ( 1.3%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             91/32768         910/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1554/65536        3108/131072   ( 2.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 6/512          2112/180224   ( 1.2%) 
LDR lightdata         [variable]      231212/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       19883/16777216 ( 0.1%) 
entdata               [variable]       19093/393216   ( 4.9%) 
LDR ambient table      488/65536        1952/262144   ( 0.7%) 
HDR ambient table      488/65536        1952/262144   ( 0.7%) 
LDR leaf ambient      1028/65536       28784/1835008  ( 1.6%) 
HDR leaf ambient       488/65536       13664/1835008  ( 0.7%) 
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]           1/2706     ( 0.0%) 
pakfile               [variable]       87150/0        ( 0.0%) 
physics               [variable]       54626/4194304  ( 1.3%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2460
Writing c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp" "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\maps\coord_test.bsp"




I’m completely fucking stumped.

I don’t have a massive amount of props, and my map’s still pretty small.

If anyone know’s what’s wrong, please shed some light on this bitch.

Thanks in advance.

[editline]07:12PM[/editline]

And the interlopers compile checker didn’t say anything useful.

[editline]07:12PM[/editline]

And I haven’t even started optimising yet.

Are all the ones not showing up prop_static by any chance?

Nope.

Why do you ask?

Make sure the props aren’t stuck in a floor or wall either and/or sticking out of walls.

They’re not.

[editline]08:28PM[/editline]

Wait, I’ll double check.

[editline]08:36PM[/editline]

They’re not.

Some models marked as prop_static in the info tab can’t actually be prop_static for some reason.

Usually, I change them to either prop_dynamic_override or prop_physics_override.

Ok, I’ll try that.