Custom Props are Invisible

Jul 26, 2015
697
820
c8011d7577.jpg


All custom models on my map are invisible ingame. They're not big red error signs of doom, they're not pink checkered clown vomit, they're just invisible. The collision models are still there, and the shadows they cast are still there. All visgroups are checked.
 
Jul 26, 2015
697
820
Here's the compile log:

Starting a 'Fast' compile.
Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.vmf
Valve Software - vbsp.exe (Sep 6 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.vmf
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_king_event_a1/nature/blendrockground007_wvt_patch
Patching WVT material: maps/koth_king_event_a1/nature/blendgroundtograss008_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1760 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 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) (891407 bytes)
Error! To use model "models/player/hwm/soldier.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/soldier.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1786 texinfos to 976
Reduced 84 texdatas to 75 (1890 bytes to 1639)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.bsp
Wrote ZIP buffer, estimated size 1236, actual size 1022
11 seconds elapsed
Valve Software - vvis.exe (Sep 6 2016)
fastvis = true
nosort = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.prt
1004 portalclusters
2679 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 51936 visible clusters (7.58%)
Total clusters visible: 684930
Average clusters visible: 682
Building PAS...
Average clusters audible: 998
visdatasize:249268 compressed from 257024
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Sep 6 2016)

Valve Radiosity Simulator
4 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\koth_king_event_a1.bsp
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Loaded alpha texture materials\models\props_forest\shrub_03.vtf
Setting up ray-trace acceleration structure... Done (21.41 seconds)
8748 faces
2 degenerate faces
1122188 square feet [161595200.00 square inches]
118 Displacements
52127 Square Feet [7506428.00 Square Inches]
8746 patches before subdivision
8746 patches after subdivision
sun extent from map=0.139173
WARNING: light_spot at (2416 -752 0) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2256 -752 0) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1492 -2996 -32) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1684 -2804 -32) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1908 -2580 -32) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2052 -2244 -272) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2308 -1988 -272) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2208 -1088 64) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2368 -1088 64) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2208 -1088 -152) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (2368 -1088 -152) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-976 -816 16) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-976 -592 16) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-1072 -496 16) has outer angle larger than 90 degrees! Clamping to 90...

WARNING: light_spot at (1584 -3312 -32) has outer angle larger than 90 degrees! Clamping to 90...
159 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (175)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 2072606, max 1534
transfer lists: 15.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(36468, 31392, 29282)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7554, 5900, 4903)
Build Patch/Sample Hash Table(s).....Done<0.0557 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (22)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 2476/8192 29712/98304 (30.2%)
brushsides 21963/65536 175704/524288 (33.5%)
planes 12018/65536 240360/1310720 (18.3%)
vertexes 15276/65536 183312/786432 (23.3%)
nodes 2457/65536 78624/2097152 ( 3.7%)
texinfos 976/12288 70272/884736 ( 7.9%)
texdata 75/2048 2400/65536 ( 3.7%)
dispinfos 118/0 20768/0 ( 0.0%)
disp_verts 3174/0 63480/0 ( 0.0%)
disp_tris 4160/0 8320/0 ( 0.0%)
disp_lmsamples 132192/0 132192/0 ( 0.0%)
faces 8748/65536 489888/3670016 (13.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7103/65536 397768/3670016 (10.8%)
leaves 2486/65536 79552/2097152 ( 3.8%)
leaffaces 11498/65536 22996/131072 (17.5%)
leafbrushes 5859/65536 11718/131072 ( 8.9%)
areas 10/256 80/2048 ( 3.9%)
surfedges 70337/512000 281348/2048000 (13.7%)
edges 44507/256000 178028/1024000 (17.4%)
LDR worldlights 159/8192 13992/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 812/32768 8120/327680 ( 2.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14682/65536 29364/131072 (22.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 3104352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 249268/16777216 ( 1.5%)
entdata [variable] 111960/393216 (28.5%)
LDR ambient table 2486/65536 9944/262144 ( 3.8%)
HDR ambient table 2486/65536 9944/262144 ( 3.8%)
LDR leaf ambient 13431/65536 376068/1835008 (20.5%)
HDR leaf ambient 2486/65536 69608/1835008 ( 3.8%)
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] 1/12 ( 8.3%)
static props [variable] 1/49576 ( 0.0%)
pakfile [variable] 1022/0 ( 0.0%)
physics [variable] 891407/4194304 (21.3%)
physics terrain [variable] 20480/1048576 ( 2.0%)

Level flags = 1

Total triangle count: 24340
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_king_event_a1.bsp
4 minutes, 13 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\content_packs\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished packing!
---------------------
37 materials added
31 models added
0 particle files added
0 sounds added
additional files:
---------------------
File koth_king_event_a1.bsp copied to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps
'Fast' compile finished in 00:04:37
4 errors/warnings logged:
(1) - (Caution)
(2) - (Caution)
(3) - (Caution)
(4) - (Info)
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Might be a stretch, but do the models have a minimum/maximum DX level set that would exclude the DX level you're running ingame?
 
Jul 26, 2015
697
820
I barely even know what that means, but they're all set to default (lowest/highest). I could see the models fine before and I didn't change anything about their properties before they started acting up.

EDIT: Well, whatever it was, I loaded up a different map and then loaded mine, and now everything looks fine. Weird.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
Does anyone have another suggestion for a fix as well? I've just had this problem as well, although loading another map before mine or restarting tf2, even trying with -dxlevel 8 and -dxlevel 98 as launch options.
Last night I also asked @MaccyF to take a look at the model for me, and he loaded it up just fine in game.

What shows up for me in TF2:
TF2.jpg


And in hammer:
Hammer.PNG


Compile log only has the usual skybox cubemaps warning, no errors in sight, and the output from the console in TF2 is as follows:
Code:
] map testc
Dropped theatreTECHIE from server (Server shutting down)
Applying new item schema, version 5312C748
**WARNING** Item schema mismatch after update!
GC told us to expect 5312C748, we got E88FD680
Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
Connection to game coordinator established.
tf_server_identity_account_id not set; not logging into registered account
'listenserver.cfg' not present; not executing.
'testc.cfg' not present; not executing.
Sending request to exit matchmaking system [ abandon = 0 ]
Received 3351864 bytes item schema version 5312C748 direct data; update is queued.

Team Fortress
Map: testc
Players: 1 / 24
Build: 3614050
Server Number: 2

Attemped to precache unknown particle system "eyeboss_team_red"!
Attemped to precache unknown particle system "eyeboss_team_blue"!
Attemped to precache unknown particle system "grenade_smoke_cycle"!
The server is using sv_pure 0.  (Enforcing consistency for select files only)
theatreTECHIE connected
Attemped to precache unknown particle system "grenade_smoke_cycle"!
Attemped to precache unknown particle system "grenade_smoke_cycle"!
Compact freed 1327104 bytes
Redownloading all lightmaps
EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Scout on team 3 found, even though at least one spawn entity exists.
EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Scout on team 3 found, even though at least one spawn entity exists.

Any suggestions are greatly appreciated.

EDIT: Model name is vigil_dome, for those who were wondering