Forums have been upgraded to the latest PHPBB3 version. Forum style recovery is pending.

Props in hammer

Discuss maps and model creation and ideas.
User avatar
Link
Posts: 251
Joined: 06 Aug 2009, 08:40
Steam ID: STEAM_0:1:19549641
Location: Pleasant Hill, CA or since pleasant can mean silent, Silent Hill, CA

Props in hammer

Unread post by Link »

I have another problem where many of the props I put in my map are not appearing in game. All but one are weapons like jarate and the charge n targe, the other one is a sniper. I put them up under prop_static. This was my compile log for the map.
Valve Software - vbsp.exe (Jul 7 2010)
2 threads

fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)

done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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...
done (1) (22072 bytes)
Error! To use model "models/weapons/w_models/w_arrow.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/w_arrow.mdl"!
Error! To use model "models/player/items/sniper/knife_shield.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/sniper/knife_shield.mdl"!
Error! To use model "models/player/items/sniper/tooth_hat.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/sniper/tooth_hat.mdl"!
Error! To use model "models/weapons/c_models/c_bow/c_bow.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_bow/c_bow.mdl"!
Error! To use model "models/weapons/c_models/c_claymore/c_claymore.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_claymore/c_claymore.mdl"!
Error! To use model "models/player/hwm/sniper.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/sniper.mdl"!
Error! To use model "models/weapons/c_models/urinejar.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/urinejar.mdl"!
Error! To use model "models/weapons/c_models/c_targe/c_targe.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_targe/c_targe.mdl"!
Error! To use model "models/weapons/c_models/c_machete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_machete.mdl"!
Error! To use model "models/weapons/c_models/c_wood_machete/c_wood_machete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_wood_machete/c_wood_machete.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 55
Reduced 16 texdatas to 16 (356 bytes to 356)

1 second elapsed


Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads

66 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 2400
Average clusters visible: 36
Building PAS...
Average clusters audible: 53
visdatasize:1759 compressed from 2112
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed


Valve Software - vrad.exe SSE (Jul 7 2010)

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


Setting up ray-trace acceleration structure... Done (0.03 seconds)
275 faces
57368 square feet [8261019.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
275 patches before subdivision
5049 patches after subdivision
4 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 224903, max 245
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7219, 5019, 2584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3145, 1376, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1282, 296, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(620, 88, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(298, 26, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(147, 8, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(36, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0022 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 6/1024 288/49152 ( 0.6%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 428/65536 5136/786432 ( 0.7%)
nodes 185/65536 5920/2097152 ( 0.3%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 275/65536 15400/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 344/65536 688/131072 ( 0.5%)
leafbrushes 116/65536 232/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1969/512000 7876/2048000 ( 0.4%)
edges 1139/256000 4556/1024000 ( 0.4%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 324/65536 648/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1759/16777216 ( 0.0%)
entdata [variable] 5713/393216 ( 1.5%)
LDR ambient table 192/65536 768/262144 ( 0.3%)
HDR ambient table 192/65536 768/262144 ( 0.3%)
LDR leaf ambient 388/65536 10864/1835008 ( 0.6%)
HDR leaf ambient 192/65536 5376/1835008 ( 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] 1/796 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 22072/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 715
I can see that each of the models have an error, "Error! To use model with prop_static, it must be compiled with $staticprop!", but I neither know what it means or how to compile it with that. So I then tried making the models prop_physics. This is my compile log for the prop_physics version.
Valve Software - vbsp.exe (Jul 7 2010)
2 threads

fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0Brush 2612: WARNING, microbrush
Brush 3185: WARNING, microbrush
...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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)

done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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...
done (0) (22072 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 55
Reduced 16 texdatas to 16 (356 bytes to 356)
Writing C:\Program Files\Steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed


Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads

66 portalclusters
157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 2400
Average clusters visible: 36
Building PAS...
Average clusters audible: 53
visdatasize:1759 compressed from 2112
writing c:\program files\steam\steamapps\link197840\sourcesdk_content\tf\mapsrc\cc_hotel_room_template.bsp
0 seconds elapsed


Valve Software - vrad.exe SSE (Jul 7 2010)

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


Setting up ray-trace acceleration structure... Done (0.03 seconds)
275 faces
57383 square feet [8263277.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
275 patches before subdivision
5049 patches after subdivision
4 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 224994, max 245
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7221, 5019, 2584)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3146, 1376, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1283, 296, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(620, 88, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(299, 26, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(147, 8, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(72, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(36, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 6/1024 288/49152 ( 0.6%)
brushes 53/8192 636/98304 ( 0.6%)
brushsides 412/65536 3296/524288 ( 0.6%)
planes 382/65536 7640/1310720 ( 0.6%)
vertexes 428/65536 5136/786432 ( 0.7%)
nodes 185/65536 5920/2097152 ( 0.3%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 275/65536 15400/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 176/65536 9856/3670016 ( 0.3%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 344/65536 688/131072 ( 0.5%)
leafbrushes 116/65536 232/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1969/512000 7876/2048000 ( 0.4%)
edges 1139/256000 4556/1024000 ( 0.4%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 18/32768 180/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 324/65536 648/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1759/16777216 ( 0.0%)
entdata [variable] 19039/393216 ( 4.8%)
LDR ambient table 192/65536 768/262144 ( 0.3%)
HDR ambient table 192/65536 768/262144 ( 0.3%)
LDR leaf ambient 388/65536 10864/1835008 ( 0.6%)
HDR leaf ambient 192/65536 5376/1835008 ( 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] 1/796 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 22072/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 715
Although I cannot see a single thing wrong with the models in this log, they still do not appear in game. I don't know much about props , but I have used them before and they didn't dissapear, then again those were actually static props. So yah, someone please help me, like those who put the same things in their hotel room. Thanks.
ImageLinkImage
~Out of all the things people do, the things they didn't do were the greatest.
~The booty is mine, it belongs to me, you cannot have my booty.-Tom
User avatar
Beetle
•cC• Member
•cC• Member
Posts: 2243
Joined: 28 Dec 2008, 01:33
Steam ID: STEAM_0:1:2945765
Location: North Carolina

Re: Props in hammer

Unread post by Beetle »

prop_dynamic.

Btw, asking tf2maps.net you'll get clearer, more detailed answers. They will also explain why.
Click Here to go to my Mapping Blog.
User avatar
Link
Posts: 251
Joined: 06 Aug 2009, 08:40
Steam ID: STEAM_0:1:19549641
Location: Pleasant Hill, CA or since pleasant can mean silent, Silent Hill, CA

Re: Props in hammer

Unread post by Link »

Ah... I feel retarded right now, wonder why I didn't check all of them. Anyway thanks for the help beetle.
ImageLinkImage
~Out of all the things people do, the things they didn't do were the greatest.
~The booty is mine, it belongs to me, you cannot have my booty.-Tom
Post Reply