help: models not showing up in game

0urher0nik0

L1: Registered
Feb 11, 2010
12
0
i checked the compile log on interlopers and the only problem i got was not hd skybox and fastvis...

I dont know what happened, can anyone

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.vmf
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\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.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) (108867 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 300 texinfos to 169
Reduced 27 texdatas to 25 (653 bytes to 554)
Writing C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
reading c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.prt
466 portalclusters
1369 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7376 visible clusters (0.00%)
Total clusters visible: 88624
Average clusters visible: 190
Building PAS...
Average clusters audible: 347
visdatasize:51433 compressed from 59648
writing c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
2867 faces
1136861 square feet [163708080.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2867 patches before subdivision
114633 patches after subdivision
29 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 22736041, max 833
transfer lists: 173.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(75675, 65688, 55492)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(26466, 20515, 15105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(10350, 7091, 4521)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4159, 2514, 1383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1779, 943, 445)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(792, 367, 148)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(366, 148, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(174, 62, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(85, 26, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(42, 11, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(21, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0845 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 216/8192 2592/98304 ( 2.6%)
brushsides 1716/65536 13728/524288 ( 2.6%)
planes 1518/65536 30360/1310720 ( 2.3%)
vertexes 4067/65536 48804/786432 ( 6.2%)
nodes 1139/65536 36448/2097152 ( 1.7%)
texinfos 169/12288 12168/884736 ( 1.4%)
texdata 25/2048 800/65536 ( 1.2%)
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 2867/65536 160552/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 897/65536 50232/3670016 ( 1.4%)
leaves 1154/65536 36928/2097152 ( 1.8%)
leaffaces 3472/65536 6944/131072 ( 5.3%)
leafbrushes 504/65536 1008/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17110/512000 68440/2048000 ( 3.3%)
edges 9377/256000 37508/1024000 ( 3.7%)
LDR worldlights 29/8192 2552/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 185/32768 1850/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2709/65536 5418/131072 ( 4.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5676332/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 51433/16777216 ( 0.3%)
entdata [variable] 15831/393216 ( 4.0%)
LDR ambient table 1154/65536 4616/262144 ( 1.8%)
HDR ambient table 1154/65536 4616/262144 ( 1.8%)
LDR leaf ambient 3117/65536 87276/1835008 ( 4.8%)
HDR leaf ambient 1154/65536 32312/1835008 ( 1.8%)
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] 1/1904 ( 0.1%)
dtl prp lght [variable] 1/149 ( 0.7%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 717/0 ( 0.0%)
physics [variable] 108867/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7660
Writing c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp" "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf\maps\cp_factory.bsp"


just in case
 
Apr 13, 2009
728
309
Check for in-game errors in the console on map loading.

Most likely prop_statics with models that were compiled without $staticprop. You need to use prop_dynamic or different models with these ones.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
1) Add a version to your map, so you and others can distinguish between the changes.

2) Check to make sure that all prop_statics can be prop_static, prop_dynamics can be prop_dynamics, etc; in other words, some models only work as statics, some as dynamics, some as physics - make sure you have the right type of prop set for each model.