Random things appearing invisible (except for brushes)

I’m working on a map and I’ve discovered something I’ve never seen before. Random NPC’s, doors, physics props, and even ragdolls are spawning, but are invisible! There are no leaks in the map, and they aren’t clipping through any brushes. The props are definitely capable of being physics props. I saw something strange, I brought a prop that spawns in a closet (a brown boot) outside of the closet, and I could see it. When I put it back in, it went invisible again.
What the hell is going on?
Oh, and sometimes when I compile the map, they’ll be there, and the next time I compile, they won’t be.

0.o
compile log?

The Interloper.net compile checker came up with no errors… But here it is anyway.

[lua]
** Executing…
** Command: “c:\program files\steam\steamapps\freezin1804\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\freezin1804\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\freezin1804\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.vmf
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\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep01_00*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep01_00*.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) (30958 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 233 texinfos to 97
Reduced 23 texdatas to 15 (883 bytes to 589)
Writing C:\Program Files\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\freezin1804\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\freezin1804\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.bsp
reading c:\program files\steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.prt
60 portalclusters
106 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: 0 visible clusters (0.00%)
Total clusters visible: 924
Average clusters visible: 15
Building PAS…
Average clusters audible: 36
visdatasize:1325 compressed from 960
writing c:\program files\steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\freezin1804\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\freezin1804\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap”

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\steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.bsp
Setting up ray-trace acceleration structure… Done (0.07 seconds)
282 faces
26572 square feet [3826475.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
282 patches before subdivision
2144 patches after subdivision
12 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 (1)
transfers 120710, max 179
transfer lists: 0.9 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(2530, 1806, 696)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(817, 419, 91)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(267, 98, 12)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(87, 23, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(28, 5, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(9, 1, 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<0.0011 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
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 11/1024 528/49152 ( 1.1%)
brushes 82/8192 984/98304 ( 1.0%)
brushsides 494/65536 3952/524288 ( 0.8%)
planes 364/65536 7280/1310720 ( 0.6%)
vertexes 481/65536 5772/786432 ( 0.7%)
nodes 209/65536 6688/2097152 ( 0.3%)
texinfos 97/12288 6984/884736 ( 0.8%)
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 282/65536 15792/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 201/65536 11256/3670016 ( 0.3%)
leaves 221/65536 7072/2097152 ( 0.3%)
leaffaces 334/65536 668/131072 ( 0.5%)
leafbrushes 123/65536 246/131072 ( 0.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 2116/512000 8464/2048000 ( 0.4%)
edges 1219/256000 4876/1024000 ( 0.5%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 14/32768 140/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 231/65536 462/131072 ( 0.4%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 179812/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1325/16777216 ( 0.0%)
entdata [variable] 24877/393216 ( 6.3%)
LDR ambient table 221/65536 884/262144 ( 0.3%)
HDR ambient table 221/65536 884/262144 ( 0.3%)
LDR leaf ambient 418/65536 11704/1835008 ( 0.6%)
HDR leaf ambient 221/65536 6188/1835008 ( 0.3%)
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] 1/1256 ( 0.1%)
pakfile [variable] 638614/0 ( 0.0%)
physics [variable] 30958/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 748
Writing c:\program files\steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.bsp
3 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\freezin1804\sourcesdk_content\hl2\mapsrc\Creepy_Crap.bsp” “c:\program files\steam\steamapps\freezin1804\half-life 2 episode two\ep2\maps\Creepy_Crap.bsp”

[/lua]

[editline]10:38PM[/editline]

Wait, what the fuck? I typed, “Buildcubemaps” in the console because I realized I placed cubemaps but forgot to do that command, and now everything is perfectly normal.