[Tip] How to fix VPHYSICS Error in Console easy

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
The Problem:
When we create a prop_static, the default value for "Collisions" to "Use VPhysics".
Some models (for example the payload tracks) don´t have such a collision model.
After loading the the map, the console is full with errors.

Example:
Code:
[COLOR="Red"]
SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/wood_patch4_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/gutter_end001.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/gutter_hole.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/gutter_pipe_end.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_spytech/radar002.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
[/COLOR]

We now could check every prop in hammer, if the right value is selected. D:
This would be very time-consuming.

The Solution:
Edit: Sergis posted an easier method here.

It´s easier to use a text editor (I use Notepad++).

Open up your .vmf file and search for a model name that was in the console (e.g.: "models/props_mining/track_straight_256.mdl")

Code:
entity
{
	"id" "1222187"
	"classname" "prop_static"
	"angles" "0 1.75 0"
	"fademindist" "-1"
	"fadescale" "1"
	"model" "models/props_mining/track_straight_256.mdl"
	"skin" "0"
	[COLOR="Yellow"]"solid" "6"[/COLOR]
	"origin" "-1265 -602 -158.5"
	editor
	{
		"color" "255 255 0"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[0 13500]"
	}
}
The value "6" means, that the model uses VPhysics:
Change this value for every model entity of this type to "0" and continue with the next model.

0 = Not solid
2 = Use bounding box
6 = Use VPhysics

This should save you some time. ;)
 
Last edited:

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
a better tip

open the entity report in hammer (map - entity report)

filter by class "prop_static" and by key/value "model" = "paste the model name given by console"

cp_hella_a30004-1.jpg


and fix all the props with same model at a time

also, entering value name "track_" will give all the trackpiece props, which is useful for quickly killing payload consolespam
edit - and disabling track shadows
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
+1 to that's a bad method, the entity report is the way to go. select them all at once. There's never a need to actually edit with notepad unless you're doing extreme debugging or something silly like combining brushes
 

xzzy

aa
Jan 30, 2010
815
531
Are there any performance related reasons to do this, or is it only motivated by wanting to be tidy?

A number of Valve maps barf red errors in the console (mountainlab is the worst offender I know of) so my assumption is it's "okay", but it is annoying to bring up the console and see a bunch of easy to fix problems.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Are there any performance related reasons to do this, or is it only motivated by wanting to be tidy?

A number of Valve maps barf red errors in the console (mountainlab is the worst offender I know of) so my assumption is it's "okay", but it is annoying to bring up the console and see a bunch of easy to fix problems.

It's okay for cart tracks since they don't need collisions, but if you do it with a prop that does need collisions, people are gonna be walking through them, so it's better to make them non-solid anyway and wrap them with clips/playerclips.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Now I'm curious whether Boojum's prop collection file has the props with no collision models pre-set to no collisions, the same way animated props were set to be dynamic rather than static. Seems like it'd be a handy feature.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Vphysics errors in the console are like the point system on "Who's Line is it Anyway?"

funny-gifs-outta-here.gif
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Suddenly I am reminded of this:

Do you regularly open the console after a map loads to see the output? Are you for some reason obsessed with the message "Join to server successful. cp_map, 23/24 players"?

Don't be a yyler, fix VPHYSICS errors
 

tyler

aa
Sep 11, 2013
5,102
4,621
Keep in mind you or whoever was bugging me about a god damn alpha map and this is the kind of thing I would only ever bother to do in beta.

I'm flattered you remember my post history so well, Trotim.

I'm also confused by Joodude thanking contrarian posts????