Why do some props don't show up when running the map?

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Bunker Junker

L3: Member
Jul 28, 2017
141
38
So I've added some windows that fit the theme on a map I'm working on, but when I run the map to check it out, I noticed that they're not there.



How can I fix this issue? As I've noticed this happens with some other props I use.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Check the props are the correct type. Most props are prop_static's, but some have to be prop_dynamic or prop_physics

xR9wFPd.png
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
Compile log?

Here:

** 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\dusty2.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
6 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\dusty2.vmf
Patching WVT material: maps/dusty2/concrete/blendwetpavement001_wvt_patch
Patching WVT material: maps/dusty2/egypt/sand_grass_blend_02_wvt_patch
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 (479.55 -85.86 398.31) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2338.5 1024.0 249.0)
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 (2850.5 1024.0 249.0)
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 (3072.0 1536.0 249.0)
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 (2560.0 2048.0 249.0)
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 (1024.0 1536.0 249.0)
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 (1536.0 1024.0 124.5)
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 (1436.5 1024.0 435.5)
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 (1948.5 1024.0 435.5)
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)
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) (31665 bytes)
Static prop models/props_forest/sawmill_window1a.mdl outside the map (480.00, 352.00, 393.00)
Static prop models/props_forest/sawmill_window1c.mdl outside the map (480.00, 214.00, 393.00)
Static prop models/props_farm/awning001.mdl outside the map (459.00, 278.00, 473.89)
Static prop models/props_farm/awning002.mdl outside the map (482.00, -63.00, 486.00)
Static prop models/props_forest/sawmill_window1a.mdl outside the map (479.55, -85.86, 398.31)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 489 texinfos to 329
Reduced 14 texdatas to 13 (373 bytes to 344)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dusty2.bsp
Wrote ZIP buffer, estimated size 107084, actual size 106602
1 second 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\dusty2"

Valve Software - vvis.exe (Jun 14 2017)
6 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dusty2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dusty2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dusty2.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\dusty2"

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

Valve Radiosity Simulator
6 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\dusty2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.16 seconds)
998 faces
116367 square feet [16756894.00 square inches]
12 Displacements
7541 Square Feet [1086045.38 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0047 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 1/1024 48/49152 ( 0.1%)
brushes 83/8192 996/98304 ( 1.0%)
brushsides 609/65536 4872/524288 ( 0.9%)
planes 554/65536 11080/1310720 ( 0.8%)
vertexes 1594/65536 19128/786432 ( 2.4%)
nodes 654/65536 20928/2097152 ( 1.0%)
texinfos 329/12288 23688/884736 ( 2.7%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 21168/0 21168/0 ( 0.0%)
faces 998/65536 55888/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 373/65536 20888/3670016 ( 0.6%)
leaves 656/65536 20992/2097152 ( 1.0%)
leaffaces 1133/65536 2266/131072 ( 1.7%)
leafbrushes 347/65536 694/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6393/512000 25572/2048000 ( 1.2%)
edges 3421/256000 13684/1024000 ( 1.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 119/32768 1190/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1989/65536 3978/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1027896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 358/393216 ( 0.1%)
LDR ambient table 656/65536 2624/262144 ( 1.0%)
HDR ambient table 656/65536 2624/262144 ( 1.0%)
LDR leaf ambient 383/65536 10724/1835008 ( 0.6%)
HDR leaf ambient 656/65536 18368/1835008 ( 1.0%)
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] 1/5424 ( 0.0%)
pakfile [variable] 106602/0 ( 0.0%)
physics [variable] 31665/4194304 ( 0.8%)
physics terrain [variable] 1324/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 2905
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dusty2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\dusty2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\dusty2.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "dusty2" -steam

Maybe a problem with the origin of the prop, delete it and make it again.

I tried that before, doesn't work sadly.

Check the props are the correct type. Most props are prop_static's, but some have to be prop_dynamic or prop_physics

xR9wFPd.png

The windows are static and dynamic, does this say anything?
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
Also something I forgot to note: There's no skybox. (Just throwing that in there in case it has something to do with this issue.)
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Also something I forgot to note: There's no skybox. (Just throwing that in there in case it has something to do with this issue.)
No 3D skybox, or no skybox at all? Because you have a leak and a mass of FindPortalSide errors. Fix those, then you might find the rest of your map starts working.
The windows are static and dynamic, does this say anything?
That means they can be either a prop_static or a prop_dynamic. By default you should use prop_static, unless you need to have the prop change skin, move or animate (providing it has alternate skins, is parented and animations respectively)
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Static prop models/props_forest/sawmill_window1a.mdl outside the map (480.00, 352.00, 393.00)
Static prop models/props_forest/sawmill_window1c.mdl outside the map (480.00, 214.00, 393.00)
Static prop models/props_farm/awning001.mdl outside the map (459.00, 278.00, 473.89)
Static prop models/props_farm/awning002.mdl outside the map (482.00, -63.00, 486.00)
Static prop models/props_forest/sawmill_window1a.mdl outside the map (479.55, -85.86, 398.31)
The game considers some of your props to be outside the map, so it removes them upon compile. Seal the map to fix this.
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
No 3D skybox, or no skybox at all? Because you have a leak and a mass of FindPortalSide errors. Fix those, then you might find the rest of your map starts working.

I usually don't add skyboxs till I get a great amount of my map done. (Because from my experience, skyboxs take a long while to work.)

The game considers some of your props to be outside the map, so it removes them upon compile. Seal the map to fix this.

Hmm, I guess it's due to the lack of a skybox sealing the place.
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
you can use:cordonedit::cordonenable: to make a box around the map, hammer will automatically seal the map, and compile as if it was inside a giant sky box brush. Only things within the cube will be compiled, or loaded in hammer. You can use this till you want to make a skybox
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
you can use:cordonedit::cordonenable: to make a box around the map, hammer will automatically seal the map, and compile as if it was inside a giant sky box brush. Only things within the cube will be compiled, or loaded in hammer. You can use this till you want to make a skybox

Ahh alright, thanks for the info.
 

Powerlord

L3: Member
May 8, 2010
127
60
That means they can be either a prop_static or a prop_dynamic. By default you should use prop_static, unless you need to have the prop change skin, move or animate (providing it has alternate skins, is parented and animations respectively)
It's worth noting that animating includes being able to shoot out the glass in windows that support it.
 
Mar 23, 2013
1,013
347
I usually don't add skyboxs till I get a great amount of my map done. (Because from my experience, skyboxs take a long while to work.)

weird method, but you might wanna disable VVIS and VRAD compile to save time and check your map. Since when you dont have a proper skybox at all, and just compile for basic testing of things like entities and layout you only need to compile VBSP which is a lot faster. As Yabayabayaba said, the cordon tool helps out too.
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
weird method, but you might wanna disable VVIS and VRAD compile to save time and check your map. Since when you dont have a proper skybox at all, and just compile for basic testing of things like entities and layout you only need to compile VBSP which is a lot faster. As Yabayabayaba said, the cordon tool helps out too.

Mmm alright, I guess I'll try that out, thanks.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
I'm curious, are your entities prop_detail or prop_static?

If they're prop_detail, make them prop_static.
 

Bunker Junker

L3: Member
Jul 28, 2017
141
38
I'm curious, are your entities prop_detail or prop_static?

If they're prop_detail, make them prop_static.

All I know is that they're prop_static and prop_dynamic.
 

Da Spud Lord

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

Bunker Junker

L3: Member
Jul 28, 2017
141
38
No, he's asking what entity class you're using for the props, not what prop types the selected model supports.

Well looks like I'm an idiot, they're prop_static.


And just to make sure in case this happens in the future, how do you change a prop's entity class?