The invisible Static prop and beam!

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
I am having a problem... I have taken some files from another game, and transfered them to TF2. (Via GCF scape) Textures are working great, Dynamic props working fine too, the problem is, I have this one static prop and a beam thats right on it that are being drawn in hammer, but not in the game world. They are COMPLETELY invisible, yet the beam still does 1000 damage and you can still stand on the static prop. Anyone know whats wrong?
Thanks in advance,
Kraftwerk
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
post the compile log

OH WOW, I should have remembered to do that. Aren't I smart :p.

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\nednil007\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.vmf
Patching WVT material: maps/koth_testchamber/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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.prt...Building visibility clusters...
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) (9165 bytes)
Error! To use model "models/props/light_rail_endcap.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props/light_rail_endcap.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 42 texinfos to 25
Reduced 11 texdatas to 9 (362 bytes to 279)
Writing C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\nednil007\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.bsp
reading c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.prt
61 portalclusters
171 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 3263
Average clusters visible: 53
Building PAS...
Average clusters audible: 61
visdatasize:1469 compressed from 976
writing c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\nednil007\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber"

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

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

Loading c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
461 faces
348513 square feet [50185924.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
461 patches before subdivision
35227 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 (2)
transfers 5583741, max 468
transfer lists: 42.6 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<0.0392 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 6/1024 288/49152 ( 0.6%)
brushes 25/8192 300/98304 ( 0.3%)
brushsides 150/65536 1200/524288 ( 0.2%)
planes 180/65536 3600/1310720 ( 0.3%)
vertexes 580/65536 6960/786432 ( 0.9%)
nodes 161/65536 5152/2097152 ( 0.2%)
texinfos 25/12288 1800/884736 ( 0.2%)
texdata 9/2048 288/65536 ( 0.4%)
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 461/65536 25816/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 80/65536 4480/3670016 ( 0.1%)
leaves 168/65536 5376/2097152 ( 0.3%)
leaffaces 610/65536 1220/131072 ( 0.9%)
leafbrushes 71/65536 142/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2353/512000 9412/2048000 ( 0.5%)
edges 1226/256000 4904/1024000 ( 0.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 13/32768 130/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 171/65536 342/131072 ( 0.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1213556/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1469/16777216 ( 0.0%)
entdata [variable] 3085/393216 ( 0.8%)
LDR ambient table 168/65536 672/262144 ( 0.3%)
HDR ambient table 168/65536 672/262144 ( 0.3%)
LDR leaf ambient 92/65536 2576/1835008 ( 0.1%)
HDR leaf ambient 168/65536 4704/1835008 ( 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] 1/208 ( 0.5%)
pakfile [variable] 746/0 ( 0.0%)
physics [variable] 9165/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1111
Writing c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\koth_testchamber.bsp" "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf\maps\koth_testchamber.bsp"
EDIT: Crap, now the secrets out, I have mappers paranoia and this paticular idea is quite good, IMO and I don't want it stolen. Oh well :p
EDIT2: A second run through of the compile log checker revealed Im using the wrong prop type. You can't use just any prop as static? If so, what do I set it as to get it to remain still in space?
 
Last edited:
Apr 19, 2009
4,460
1,722
Error! To use model "models/props/light_rail_endcap.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props/light_rail_endcap.mdl"!

;)