My prop_details don't show when i compile my map

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arthurgps2

L1: Registered
Feb 11, 2018
32
0
I'm having an issue, that it's kinda annoying. When i compile my map, the prop_detail entities do not show and i just don't know why. Another strange thing is that when i compile my map it doesn't open my portal file, i think this is related to the fact the prop details are not showing I've recently did some configs in my TF2 so it runs smoother, but i don't think thats the problem. Here's my log and screenshots


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\crossover.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\crossover.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-117.00 118.00 96.79) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1100.0 1024.0 254.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1612.0 1024.0 254.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1536.0 254.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1536.0 254.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 254.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-354.0 1024.0 16.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-834.0 1024.0 16.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-236.0 1024.0 132.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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...
done (0) (37445 bytes)
Error! To use model "models/player/items/engineer/teddy_roosebelt.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/engineer/teddy_roosebelt.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/props_2fort/lantern001.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/props_2fort/lantern001.mdl"!
10
Compacting texture/material tables...
Reduced 166 texinfos to 107
Reduced 16 texdatas to 16 (341 bytes to 341)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\crossover.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
13 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\crossover"

Valve Software - vvis.exe (Oct 14 2017)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\crossover.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\crossover.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\crossover.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\crossover"

Valve Software - vrad.exe SSE (Oct 14 2017)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\crossover.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.07 seconds)
893 faces
18 degenerate faces
127351 square feet [18338552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 594/65536 4752/524288 ( 0.9%)
planes 526/65536 10520/1310720 ( 0.8%)
vertexes 1396/65536 16752/786432 ( 2.1%)
nodes 612/65536 19584/2097152 ( 0.9%)
texinfos 107/12288 7704/884736 ( 0.9%)
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 893/65536 50008/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 352/65536 19712/3670016 ( 0.5%)
leaves 619/65536 19808/2097152 ( 0.9%)
leaffaces 993/65536 1986/131072 ( 1.5%)
leafbrushes 324/65536 648/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5884/512000 23536/2048000 ( 1.1%)
edges 3431/256000 13724/1024000 ( 1.3%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 134/32768 1340/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1941/65536 3882/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 203488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8818/393216 ( 2.2%)
LDR ambient table 619/65536 2476/262144 ( 0.9%)
HDR ambient table 619/65536 2476/262144 ( 0.9%)
LDR leaf ambient 2726/65536 76328/1835008 ( 4.2%)
HDR leaf ambient 619/65536 17332/1835008 ( 0.9%)
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] 1/736 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2392 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 37445/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2642
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\crossover.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\crossover.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\crossover.bsp"

https://imgur.com/a/bKEws
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
**** leaked ****
Entity prop_static (-117.00 118.00 96.79) leaked!

You have a leak... Check the coords and fix.

And you need to use prop_dynamic for the lamps.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Also, very important thing, you shouldn't be using prop_detail. prop_static is the main entity you use when placing a general prop. Sometimes you'll use prop_dynamic for animated props. prop_detail is generated by the engine (it's the detail sprites on grass, generally), not something you ever use.
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
Crash, I'm actually using prop_details for the stairs as you can see in the image. Then i added an invisible ramp on the stairs to avoid gameplay issues, just like you told in the mapping tutorials
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
So i was looking for leaks in my map and i just found this one... I don't know what is this... just look at it

MKkquMN
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
Ok, so i fixed all the leaks in my map, but it's till not fixed. What should i do now?


omg this thread is getting so messy
 
Mar 23, 2013
1,013
347
omg this thread is getting so messy

You can edit your posts by clicking edit :>

Also I believe you either missunderstood Crash or you mixed some entities up. What are you using for the stair? prop_static or prop_detail? You will never use prop_detail, they have to be prop_static.

Freyja is also wrong because he thought you are talking about a brush-entity. A prop can't be func_detail, nor can brush entities be a prop_detail so I guess everyone in this thread is quite confused today.

EDIT: oh and about the lantern props, those aren't compatible with prop_static. You can check this in the model browser. The lanterns have to be used with prop_dynamic. I recommend disabling their shadows too because unlike prop_static they throw dynamic shadows which can look out of place.
 
Last edited:

arthurgps2

L1: Registered
Feb 11, 2018
32
0
Lampenpam, I'm using prop_detail for both stairs and lanterns, and i added an invisible brush in the stairs to avoid that trumbling camera effect while going upstairs. Oh... and not only those prop_detail entities are not showing, but ALL the prop_detail entities in my map are not showing.
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
So i just found this in my log. Hope this help you solve my problem:

Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/props_2fort/lantern001.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/props_2fort/lantern001.mdl"!
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Don't use prop_detail, as Crash said earlier it's used by the engine to place tufts of grass etc on terrain. Use prop_static.

And yes, the lantern needs to be prop_dynamic.
 

arthurgps2

L1: Registered
Feb 11, 2018
32
0
I can't understand... Wouldn't it increase the leaves in my map ,resulting in fps lowering?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,844
Props, or any entity for that matter, won't cut vvis. Only World Brushes will make cuts. (There might be an obscure exception, but I've never run into it in my 7+ of mapping.)

A quick guide to props:
Use prop_static for all props that don't move and are stationary.

Use prop_dynamic for props that you either need to name, have animate, or move.

Use prop_physics_multiplayer for props that you want players to shoot at, like beer bottles for example.

Some models only show up when matched with the correct prop type. There should be a tab that tells you which types you can use a model for in the model browser.

That's why prop_detail doesn't work. The prop models don't support it. Change all of those unmoving props to prop_static and your moving/animated ones to prop_dynamic and it will work.
 
Mar 23, 2013
1,013
347
I have two disagrees and no explaination why, despite everything being correct in my comment. Cool.

It would be nice to use the disagree rating while explaining what is wrong.