Rescaled models not showing up?

Hi I am having this issue with my props that I decompiled and did $scale 2 in the qc file then recompiled it and it’s fine in Hammer but when I export the map and try loading it in SFM all the props that I scaled do not appear. I made the props prop_physic with motion disabled. Here is the log

** Executing…
** Command: “f:\program files (x86)\steam\steamapps\fancyshoes\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “f:\program files (x86)\steam\steamapps\fancyshoes eam fortress 2 f” “C:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6.vmf”

Valve Software - vbsp.exe (Aug 13 2012)
8 threads
materialPath: f:\program files (x86)\steam\steamapps\fancyshoes eam fortress 2 f\materials
Loading C:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6.vmf
Patching WVT material: maps/forest6/nature/blenddirtgrass001b_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:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6.prt…Building visibility clusters…
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/sky_night_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…
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (350540 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 24 texinfos to 5
Reduced 4 texdatas to 3 (119 bytes to 93)
Writing C:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6.bsp
0 seconds elapsed

** Executing…
** Command: “f:\program files (x86)\steam\steamapps\fancyshoes\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “f:\program files (x86)\steam\steamapps\fancyshoes eam fortress 2 f” -fast “C:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6”

Valve Software - vvis.exe (Aug 13 2012)
fastvis = true
8 threads
reading c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.bsp
reading c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.prt
17 portalclusters
24 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 257
Average clusters visible: 15
Building PAS…
Average clusters audible: 15
visdatasize:242 compressed from 272
writing c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.bsp
0 seconds elapsed

** Executing…
** Command: “f:\program files (x86)\steam\steamapps\fancyshoes\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “f:\program files (x86)\steam\steamapps\fancyshoes eam fortress 2 f” “C:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6”

Valve Software - vrad.exe SSE (Aug 13 2012)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.bsp
Setting up ray-trace acceleration structure… Done (0.10 seconds)
200 faces
992022 square feet [142851216.00 square inches]
6 Displacements
74810 Square Feet [10772776.00 Square Inches]
200 patches before subdivision
8028 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 (1)
transfers 5223, max 167
transfer lists: 0.0 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0082 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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 72/65536 576/524288 ( 0.1%)
planes 106/65536 2120/1310720 ( 0.2%)
vertexes 253/65536 3036/786432 ( 0.4%)
nodes 195/65536 6240/2097152 ( 0.3%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 87983/0 87983/0 ( 0.0%)
faces 200/65536 11200/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18/65536 1008/3670016 ( 0.0%)
leaves 197/65536 6304/2097152 ( 0.3%)
leaffaces 194/65536 388/131072 ( 0.3%)
leafbrushes 152/65536 304/131072 ( 0.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 892/512000 3568/2048000 ( 0.2%)
edges 471/256000 1884/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 255896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 242/16777216 ( 0.0%)
entdata [variable] 2866/393216 ( 0.7%)
LDR ambient table 197/65536 788/262144 ( 0.3%)
HDR ambient table 197/65536 788/262144 ( 0.3%)
LDR leaf ambient 438/65536 12264/1835008 ( 0.7%)
HDR leaf ambient 197/65536 5516/1835008 ( 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] 1/206 ( 0.5%)
pakfile [variable] 587/0 ( 0.0%)
physics [variable] 350540/4194304 ( 8.4%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 420
Writing c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.bsp
5 seconds elapsed
Valve Software - vrad.exe SSE (Aug 13 2012)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.bsp
Setting up ray-trace acceleration structure… Done (0.10 seconds)
200 faces
992022 square feet [142851216.00 square inches]
6 Displacements
74810 Square Feet [10772776.00 Square Inches]
200 patches before subdivision
8028 patches after subdivision
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (2)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (1)
transfers 5223, max 167
transfer lists: 0.0 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0087 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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 72/65536 576/524288 ( 0.1%)
planes 106/65536 2120/1310720 ( 0.2%)
vertexes 253/65536 3036/786432 ( 0.4%)
nodes 195/65536 6240/2097152 ( 0.3%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 87983/0 87983/0 ( 0.0%)
faces 200/65536 11200/3670016 ( 0.3%)
hdr faces 200/65536 11200/3670016 ( 0.3%)
origfaces 18/65536 1008/3670016 ( 0.0%)
leaves 197/65536 6304/2097152 ( 0.3%)
leaffaces 194/65536 388/131072 ( 0.3%)
leafbrushes 152/65536 304/131072 ( 0.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 892/512000 3568/2048000 ( 0.2%)
edges 471/256000 1884/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 255896/0 ( 0.0%)
HDR lightdata [variable] 255896/0 ( 0.0%)
visdata [variable] 242/16777216 ( 0.0%)
entdata [variable] 2866/393216 ( 0.7%)
LDR ambient table 197/65536 788/262144 ( 0.3%)
HDR ambient table 197/65536 788/262144 ( 0.3%)
LDR leaf ambient 438/65536 12264/1835008 ( 0.7%)
HDR leaf ambient 438/65536 12264/1835008 ( 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] 1/206 ( 0.5%)
pakfile [variable] 587/0 ( 0.0%)
physics [variable] 350540/4194304 ( 8.4%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 420
Writing c:\users\jordain\desktop\media design\video\dota2\pudge’snightmare\map\Forest6.bsp
5 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Jordain\Desktop\Media Design\Video\Dota2\Pudge’sNightmare\Map\Forest6.bsp” “f:\program files (x86)\steam\steamapps\fancyshoes eam fortress 2 f\maps\Forest6.bsp”

Any ideas how to make the props appear?

EDIT

So I got the models to show up. What I ended up doing was putting $staticprop inside of the qc file then recompile it then make it a static_prop inside of hammer. The only problem now is that the shadows are kind of messed up with the table. Nvm that didn’t work :/.

Yah I give up. I’ve tried to figure it out the past two days, but it just doesn’t make any sense why it wouldn’t work. I’ll just have to angle shots in sfm to make objects look bigger and dota 2 models smaller.

I thought scaling props was fucked up?

Post the QC file

$cd “C:\Users\Jordain\Desktop\Mapping stuff\decompile\FoliageOut\BarTable”
$modelname “props_medieval/bar_table.mdl”
$scale 2
$staticprop
$model “body” “bar_table.dmx.smd”
$cdmaterials “”
$hboxset “default”
$hbox 0 “static_prop” -82.139 -40.416 -0.000 83.502 42.000 41.031
// Model uses material “models/props_medieval/bar_table.vmt”
$surfaceprop “wood”
$illumposition 0.682 0.792 20.516
$sequence ref “ref” fps 30.00
$collisionmodel “phymodel.smd” {

$concave
$mass 1277.7
$inertia 1.00
$damping 0.00
$rotdamping 0.00

}

I’d like to note that when decompiling I used the mdlecomiler.exe in my F:\Program Files (x86)\Steam\steamapps\fancyshoes\sourcesdk\bin\ep1\bin directory. Don’t know if that matters or not, but I followed the tutorial. I tried using StudioCompiler to decompile it but I kept on getting errors.


$modelname "props_medieval/bar_table.mdl"
$scale 2
$staticprop
$model "body" "bar_table.dmx.smd"
$cdmaterials "models\props_medieval"
// Model uses material "models/props_medieval/bar_table.vmt"
$surfaceprop "wood"
$sequence ref "ref" fps 30.00
$collisionmodel "phymodel.smd" {

$concave
$mass 1277.7
}

Try this

[editline]11th September 2012[/editline]

By the way for SFM you need to compile it with SFM’s studiomdl (assuming i’m not mistaking) located in
C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin

EDIT

WOOOOO I finally got it! Thank you so much. I had given up all hope. You wouldn’t believe how much this annoyed me that I couldn’t get it to work. Yaaaaaay.

What I ended up doing is since I worked in my dota2 path that I created using cyborgmatt’s tutorial I had to compile it in there so the path was F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\dota2. At first I only had it working if I created a model in SFM. I was wondering why it didn’t work inside of Hammer and that’s because I was opening hammer from the Source SDK instead of the SFM SDK. Now I am going to try and see how much the $scale will affect the dota 2 flew animations for the models and I’ll post my results in here.

EDIT 2

Scale does work with Hero models!

EDIT 3

Yah… Flex animations don’t work… I don’t think there is a workout around for them working with a scaled down version of the model :c. If anyone knows how to do that tell me please!!! I highly doubt there is a way though so I’ll just make all the props big instead.