Tables Not Showing Up

I try to place any models/props_c17/furnituretable and it won’t show up, I had models/props_c17/furnituretable002a.mdl show up once, though it was gone when I next compiled (After I parented that nodraw brush to the revolver.

Compile Log:




** Executing...
** Command: "c:\program files (x86)\steam\steamapps\benjgvps\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\benjgvps\zombie panic! source\zps" "C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\benjgvps\zombie panic! source\zps\materials
Loading C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache.vmf
Patching WVT material: maps/zpo_lake_panache/dev/dev_blendmeasure_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 152 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache.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 (1) (184089 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 666 texinfos to 393
Reduced 55 texdatas to 53 (1271 bytes to 1203)
Writing C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\benjgvps\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\benjgvps\zombie panic! source\zps" "C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\documents and settings\administrator\my documents\mapping\zps\zpo_lake_panache.bsp
reading c:\documents and settings\administrator\my documents\mapping\zps\zpo_lake_panache.prt
 404 portalclusters
1256 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 (43)
Optimized: 308 visible clusters (0.00%)
Total clusters visible: 74414
Average clusters visible: 184
Building PAS...
Average clusters audible: 398
visdatasize:41591  compressed from 45248
writing c:\documents and settings\administrator\my documents\mapping\zps\zpo_lake_panache.bsp
43 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\benjgvps\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\benjgvps\zombie panic! source\zps" "C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache"

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

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

Loading c:\documents and settings\administrator\my documents\mapping\zps\zpo_lake_panache.bsp
Setting up ray-trace acceleration structure... Done (0.18 seconds)
2292 faces
373625 square feet [53802032.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2292 patches before subdivision
44262 patches after subdivision
0 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 (8)
transfers 9689673, max 837
transfer lists:  73.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0270 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                  41/1024         1968/49152    ( 4.0%) 
brushes                504/8192         6048/98304    ( 6.2%) 
brushsides            3108/65536       24864/524288   ( 4.7%) 
planes                1246/65536       24920/1310720  ( 1.9%) 
vertexes              3356/65536       40272/786432   ( 5.1%) 
nodes                 1034/65536       33088/2097152  ( 1.6%) 
texinfos               393/12288       28296/884736   ( 3.2%) 
texdata                 53/2048         1696/65536    ( 2.6%) 
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                 2292/65536      128352/3670016  ( 3.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1594/65536       89264/3670016  ( 2.4%) 
leaves                1076/65536       34432/2097152  ( 1.6%) 
leaffaces             2773/65536        5546/131072   ( 4.2%) 
leafbrushes            764/65536        1528/131072   ( 1.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            17678/512000      70712/2048000  ( 3.5%) 
edges                10919/256000      43676/1024000  ( 4.3%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            254/32768        2540/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4428/65536        8856/131072   ( 6.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1559180/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       41591/16777216 ( 0.2%) 
entdata               [variable]       25961/393216   ( 6.6%) 
LDR ambient table     1076/65536        4304/262144   ( 1.6%) 
HDR ambient table     1076/65536        4304/262144   ( 1.6%) 
LDR leaf ambient       696/65536       19488/1835008  ( 1.1%) 
HDR leaf ambient      1076/65536       30128/1835008  ( 1.6%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      212016/0        ( 0.0%) 
physics               [variable]      184089/4194304  ( 4.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6713
Writing c:\documents and settings\administrator\my documents\mapping\zps\zpo_lake_panache.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Administrator\My Documents\Mapping\ZPS\zpo_lake_panache.bsp" "c:\program files (x86)\steam\steamapps\benjgvps\zombie panic! source\zps\maps\zpo_lake_panache.bsp"


Screenshots:

why did you parent the brush to the revolver?

The brush is a button, I want the person to try picking up the revolver, though as well triggers the ceiling to break. There is a large concrete func_physbox above the ceiling…

Any ideas about that table?

remove the brush, then compile, if it still happens, then we have eliminated one cause for concern.

Well, I set the flag “Motion Disabled” on the table and it seems to work. I will fiddle around with it and see if I can have the table work while it still being a physics object.