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[Tip] How to fix VPHYSICS Error in Console easy

Discussion in 'Tutorials & Resources' started by Bloodhound, Mar 9, 2012.

  1. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
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    Positive Ratings:
    237
    The Problem:
    When we create a prop_static, the default value for "Collisions" to "Use VPhysics".
    Some models (for example the payload tracks) don´t have such a collision model.
    After loading the the map, the console is full with errors.

    Example:
    Code:
    [COLOR="Red"]
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/wood_patch4_small.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/gutter_end001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/gutter_hole.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/gutter_pipe_end.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_spytech/radar002.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    [/COLOR]
    
    We now could check every prop in hammer, if the right value is selected. D:
    This would be very time-consuming.

    The Solution:
    Edit: Sergis posted an easier method here.

    It´s easier to use a text editor (I use Notepad++).

    Open up your .vmf file and search for a model name that was in the console (e.g.: "models/props_mining/track_straight_256.mdl")

    Code:
    entity
    {
    	"id" "1222187"
    	"classname" "prop_static"
    	"angles" "0 1.75 0"
    	"fademindist" "-1"
    	"fadescale" "1"
    	"model" "models/props_mining/track_straight_256.mdl"
    	"skin" "0"
    	[COLOR="Yellow"]"solid" "6"[/COLOR]
    	"origin" "-1265 -602 -158.5"
    	editor
    	{
    		"color" "255 255 0"
    		"visgroupshown" "1"
    		"visgroupautoshown" "1"
    		"logicalpos" "[0 13500]"
    	}
    }
    
    The value "6" means, that the model uses VPhysics:
    Change this value for every model entity of this type to "0" and continue with the next model.

    0 = Not solid
    2 = Use bounding box
    6 = Use VPhysics

    This should save you some time. ;)
     
    • Thanks Thanks x 3
    Last edited: Mar 9, 2012
  2. Micnax

    aa Micnax L0: Terribly Lazy Mapper

    Messages:
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    Positive Ratings:
    934
    That's still quite time consuming, but nethertheless a good shortcut for the problem.

    Thanks!
     
  3. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
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    Positive Ratings:
    1,042
    a better tip

    open the entity report in hammer (map - entity report)

    filter by class "prop_static" and by key/value "model" = "paste the model name given by console"

    [​IMG]

    and fix all the props with same model at a time

    also, entering value name "track_" will give all the trackpiece props, which is useful for quickly killing payload consolespam
    edit - and disabling track shadows
     
    • Thanks Thanks x 4
    Last edited: Mar 9, 2012
  4. YM

    aa YM LVL100 YM

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    +1 to that's a bad method, the entity report is the way to go. select them all at once. There's never a need to actually edit with notepad unless you're doing extreme debugging or something silly like combining brushes
     
  5. xzzy

    aa xzzy

    Messages:
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    Are there any performance related reasons to do this, or is it only motivated by wanting to be tidy?

    A number of Valve maps barf red errors in the console (mountainlab is the worst offender I know of) so my assumption is it's "okay", but it is annoying to bring up the console and see a bunch of easy to fix problems.
     
  6. Micnax

    aa Micnax L0: Terribly Lazy Mapper

    Messages:
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    Positive Ratings:
    934
    It's okay for cart tracks since they don't need collisions, but if you do it with a prop that does need collisions, people are gonna be walking through them, so it's better to make them non-solid anyway and wrap them with clips/playerclips.
     
  7. Pocket

    aa Pocket I can fix it!

    Messages:
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    1,549
    Now I'm curious whether Boojum's prop collection file has the props with no collision models pre-set to no collisions, the same way animated props were set to be dynamic rather than static. Seems like it'd be a handy feature.
     
  8. Rexy

    aa Rexy The Kwisatz Haderach

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    Vphysics errors in the console are like the point system on "Who's Line is it Anyway?"

    [​IMG]
     
    • Thanks Thanks x 2
  9. Trotim

    aa Trotim

    Messages:
    1,169
    Positive Ratings:
    978
    Suddenly I am reminded of this:

    Don't be a yyler, fix VPHYSICS errors
     
    • Thanks Thanks x 1
  10. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
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    Keep in mind you or whoever was bugging me about a god damn alpha map and this is the kind of thing I would only ever bother to do in beta.

    I'm flattered you remember my post history so well, Trotim.

    I'm also confused by Joodude thanking contrarian posts????