Props Problem

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Mr.M

L1: Registered
Sep 1, 2009
22
0
I am having several crashing issues whenever I play a map I make with the SDK. It's happened because of several reasons but they all connect to the problem that too much goes on for the videocard to handle. I can test the maps unless there's too much action and then my videocard crashes and the sound loops. Before I was able to get away with this because it only effected the spy and sniper, but now as I am adding props to the map, the map crashes as soon as it's loaded. I have all my props set to prop_dynamic since the other ones I tried just pop up as error when I run the map (Note though that my game doesn't crash then).

So, after all that rambling, my question is; what kind of props should I be using? This would really help because I need this map for my portfolio.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Video Card

Theres a few things that could be wrong. You are using the right entity, so it should be one of these.

-Leak
There could be a major leak in there. When compiling, check the levelflags (it's towards the bottom) if it's zero, it's not this.

-Compile
Are you compiling on normal or fast? If your doing fast, try normal.


-Video Card
ATI, Nvidia, Intel, or came with the system? If it is Intel or the last one, you may need a new one.
 
Last edited:

pitto

L3: Member
Feb 17, 2009
109
73
any prop that doesn't need to move or change skins via outputs should be prop_static, if it does need to move/change by entity inputs then use prop_dynamic.

Since there is a limit (I'm pretty sure there is at least) on the number of prop_dynamic entities you can use that is probably why it is crashing, also they take up more system resources.

Also on rare occasions you may want to use prop_physics for objects such as the beer bottle and the traffic cone to allow them to move due to rockets exploding etc.

When deciding which to use if you are unsure there is a tab in the model browser that has check boxes indicating what the prop can be used as (dynamic/static etc).
 
Last edited:

Dr. KillPatient

L3: Member
May 10, 2009
115
8
When deciding which to use if you are unsure there is a tab in the model browser that has check boxes indicating what the prop can be used as (dynamic/static etc).
This can help, but remember that some of the prop data is carried over from an older version of the engine so sometimes the browser's not completely right about what a prop can be used as.
 

Mr.M

L1: Registered
Sep 1, 2009
22
0
Thank-you for your help. I do have an intel card and I know that conflicts with newer Source games but it never caused it to crash immediately. I'll change all the props to prop static and see if that works.
 

Mr.M

L1: Registered
Sep 1, 2009
22
0
Aww, it isn't working, still crashes. So what type of props do I want to use so that they appear when the map is running? Prop_Static and Prop_Physics?
 

pitto

L3: Member
Feb 17, 2009
109
73
prop_static, also try compiling it without props and see if it still crashes
(you can hide props by un-ticking the World Details - Props tick box, in the Visgroups: Auto tab that can be found on the right under the textures tab)
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
can you play on normal 24 man servers? Have you tried 24 man servers with custom maps before?
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I think it's probably a leak or your card as props shouldn't normally cuase a leak can u upload your compile log here plz?
 

Mr.M

L1: Registered
Sep 1, 2009
22
0
I'll do that prop hiding option; thanks for telling me that, it really helps.

I can play online with the max amount of players, including custom maps, but it lags a lot when I play a custom map.

Here's the compile log:
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcdons\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcdons\team fortress 2\tf" "C:\Users\Cameron\Documents\My Work\TF2 Maps\ctf_2Stops"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\mcdons\team fortress 2\tf\materials
Loading C:\Users\Cameron\Documents\My Work\TF2 Maps\ctf_2Stops.vmf
Patching WVT material: maps/ctf_2stops/nature/blendrockgroundwallforest_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 (-1348.00 -2212.00 -20.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (48.0 2048.0 -816.0)
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 (560.0 2048.0 -816.0)
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 (0.0 2080.0 -1256.0)
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 (0.0 2592.0 -880.0)
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 (0.0 2088.0 -168.0)
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 (0.0 2600.0 -208.0)
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 2560.0 -816.0)
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 (512.0 3072.0 -816.0)
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: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (59704 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 103 texinfos to 78
Reduced 20 texdatas to 17 (576 bytes to 439)
Writing C:\Users\Cameron\Documents\My Work\TF2 Maps\ctf_2Stops.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcdons\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mcdons\team fortress 2\tf" "C:\Users\Cameron\Documents\My Work\TF2 Maps\ctf_2Stops"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\cameron\documents\my work\tf2 maps\ctf_2Stops.bsp
reading c:\users\cameron\documents\my work\tf2 maps\ctf_2Stops.prt
LoadPortals: couldn't read c:\users\cameron\documents\my work\tf2 maps\ctf_2Stops.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mcdons\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\mcdons\team fortress 2\tf" "C:\Users\Cameron\Documents\My Work\TF2 Maps\ctf_2Stops"

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

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

Loading c:\users\cameron\documents\my work\tf2 maps\ctf_2Stops.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.47 seconds)
2402 faces
1059510 square feet [152569552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.1246 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                161/8192         1932/98304    ( 2.0%) 
brushsides            1031/65536        8248/524288   ( 1.6%) 
planes                 786/65536       15720/1310720  ( 1.2%) 
vertexes              3610/65536       43320/786432   ( 5.5%) 
nodes                 1226/65536       39232/2097152  ( 1.9%) 
texinfos                78/12288        5616/884736   ( 0.6%) 
texdata                 17/2048          544/65536    ( 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                 2402/65536      134512/3670016  ( 3.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              595/65536       33320/3670016  ( 0.9%) 
leaves                1235/65536       39520/2097152  ( 1.9%) 
leaffaces             2706/65536        5412/131072   ( 4.1%) 
leafbrushes            690/65536        1380/131072   ( 1.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            13730/512000      54920/2048000  ( 2.7%) 
edges                 7256/256000      29024/1024000  ( 2.8%) 
LDR worldlights          5/8192          440/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            285/32768        2850/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3831/65536        7662/131072   ( 5.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8527248/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       10251/393216   ( 2.6%) 
LDR ambient table     1235/65536        4940/262144   ( 1.9%) 
HDR ambient table     1235/65536        4940/262144   ( 1.9%) 
LDR leaf ambient       668/65536       18704/1835008  ( 1.0%) 
HDR leaf ambient      1235/65536       34580/1835008  ( 1.9%) 
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]           1/192      ( 0.5%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/3556     ( 0.0%) 
pakfile               [variable]        1157/0        ( 0.0%) 
physics               [variable]       59704/4194304  ( 1.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6552
Writing c:\users\cameron\documents\my work\tf2 maps\ctf_2Stops.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Cameron\Documents\My Work\TF2 Maps\ctf_2Stops.bsp" "c:\program files (x86)\steam\steamapps\mcdons\team fortress 2\tf\maps\ctf_2Stops.bsp"
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
You been vertex editin' punk?!

Also, Entity prop_static (-1348.00 -2212.00 -20.00) leaked!
DUN DUN DUNNNNNNNNNNNNNNNNNNN!
 

Mr.M

L1: Registered
Sep 1, 2009
22
0
Oh, I thought I had none.

And with vertex editing... is that carving? How can I solve this problem?
 
Last edited:

Mr.M

L1: Registered
Sep 1, 2009
22
0
I put a skybox in to try and fix the leak problem. Now I can't see anything and I have no lights on the map. What's the problem now?
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
To add lighting, use a Light_environment. This will light any outdoor areas. Use a light_spot for any indoor areas.
 

Mr.M

L1: Registered
Sep 1, 2009
22
0
My map is entirely indoors and underground. It's a SUB-O-WAY (Secret Underground Bypass of War and Yelling) that has only 2 stops, one at RED and one at BLU. It's ctf and will have a train that loops around the track every few mintues :p
 

Mr.M

L1: Registered
Sep 1, 2009
22
0
I've decided to start over and optimize as I go. Thanks everyone for your time and help.