static props wont compile

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
I am trying to add some Weighted Storage cubes to my map. When I view them in the model browser, it says that I can use them as a prop_static (Which is what I'm going for, they are crates to jump on.) However they do not compile into the BSP, saying they have to be used as a prop_physics even though they are usable as a prop_static according to the model browser Seen here.

Any idea what is wrong? And I'd really not like to make them Prop_dynamics due to the large amount of them, unless that wont hurt performance considering I've got roughly 70 prop_dynamics already.


materialPath: c:\program files (x86)\steam\steamapps\morphedcahos\team fortress 2\tf\materials
Loading C:\Users\MC\Documents\Arena_Aperturev2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\MC\Documents\Arena_Aperturev2.prt...Building visibility clusters...
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 (0) (333954 bytes)
Error! prop_static using model "models/props/metal_box.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/metal_box.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 73 texinfos to 54
Reduced 10 texdatas to 7 (225 bytes to 158)
Writing C:\Users\MC\Documents\Arena_Aperturev2.bsp
6 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\mc\documents\Arena_Aperturev2.bsp
No vis information, direct lighting only.
1763 faces
412154 square feet [59350216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
18 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0221 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 924/8192 11088/98304 (11.3%)
brushsides 12326/65536 98608/524288 (18.8%)
planes 11264/65536 225280/1310720 (17.2%)
vertexes 4695/65536 56340/786432 ( 7.2%)
nodes 3030/65536 96960/2097152 ( 4.6%)
texinfos 54/12288 3888/884736 ( 0.4%)
texdata 7/2048 224/65536 ( 0.3%)
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 1763/65536 98728/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 3058/65536 97856/2097152 ( 4.7%)
leaffaces 2467/65536 4934/131072 ( 3.8%)
leafbrushes 7928/65536 15856/131072 (12.1%)
areas 5/256 40/2048 ( 2.0%)
surfedges 10909/512000 43636/2048000 ( 2.1%)
edges 6335/256000 25340/1024000 ( 2.5%)
LDR worldlights 18/8192 1584/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 336/32768 3360/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4548/65536 9096/131072 ( 6.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5108784/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 44111/393216 (11.2%)
LDR ambient table 3058/65536 12232/262144 ( 4.7%)
HDR ambient table 3058/65536 12232/262144 ( 4.7%)
LDR leaf ambient 8418/65536 235704/1835008 (12.8%)
HDR leaf ambient 3058/65536 85624/1835008 ( 4.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 211332/0 ( 0.0%)
physics [variable] 333954/4194304 ( 8.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5164
Writing c:\users\mc\documents\Arena_Aperturev2.bsp
23 seconds elapsed
 
Last edited:

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
Some models may need to be set to prop_dynamic in order to compile correctly. My other theory is that you need to pack the models into TF2, but that would give you a giant error thing where they should be.

Edit: yep. Right here.
Error! prop_static using model "models/props/metal_box.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/metal_box.mdl"!
 
Last edited:

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
Yeah, I'd have to do prop_dynamic_override to fix it at that point, but I'd like to have it be a prop_static for performance reasons. It says in the model browser that I can use it as a static, but then when compiling it, it says it has to be a prop_physic? That doesn't make much sense.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Specifically, they were designed to be prop_physics, but Source will accept prop_dynamic for any physics prop, I think. (Don't quote me on that.) Using prop_dynamic will produce some unusual shadows, though, so you may want to disable shadows on it and place a func_detail'd nodraw block with the same dimensions in the same spot.
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
Isn't there an override version of prop_static?
 

Snacks

TODO: Clever title
Oct 15, 2009
121
123
You should be able to use it as prop_dynamic_override

As steve said, disabling the dynamic shadow and putting in a func_detail or block light to create lightmapped shadows would also be a good idea.
 

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
Alright, I did that and it worked like a charm. Didn't take the hit I thought it would to map performance, so that's good. Thanks for the help.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Protip: don't name maps with capital letters - they crash Linux servers.