(FIXED) Prop Not Appearing In-Game

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
(FIXED) As the title says, my prop_static is invisible in-game, however it is still casting lightmap shadows and I can stand on it. Before you ask, yes the prop data and prop type line up. The prop data says that the world model should work fine as a prop_static. But, just to be sure, I also tried using the prop as a prop_dynamic and prop_dynamic_override, and neither of those worked either. I even tried copying the exact same prop from the decompiled version of Mannhattan, and it still appeared invisible.

Here is the prop in-game:
20170616195455_1.jpg
I am standing on it, shooting it.

Here is the prop in Hammer, from the same angle:
Camera.png
Properties.png
Go nuts with the compile log, however I already posted it to the Interlopers site and it gave me nothing that might cause this. Alt-P revealed no strange errors either.
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6.vmf"

Valve Software - vbsp.exe (Feb 17 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6.vmf
Patching WVT material: maps/mvm_cargoship_a6/dev/dev_blendmeasure_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 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6.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) (218745 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 536 texinfos to 256
Reduced 18 texdatas to 14 (588 bytes to 448)
Writing C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6.bsp
Wrote ZIP buffer, estimated size 2477, actual size 1861
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6"

Valve Software - vvis.exe (Feb 17 2017)
4 threads
reading c:\users\cwriv\documents\hammer maps\mvm_cargoship\mvm_cargoship_a6.bsp
reading c:\users\cwriv\documents\hammer maps\mvm_cargoship\mvm_cargoship_a6.prt
625 portalclusters
2013 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (44)
Optimized: 1048 visible clusters (0.70%)
Total clusters visible: 150127
Average clusters visible: 240
Building PAS...
Average clusters audible: 603
visdatasize:96925 compressed from 100000
writing c:\users\cwriv\documents\hammer maps\mvm_cargoship\mvm_cargoship_a6.bsp
44 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6"

Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\cwriv\documents\hammer maps\mvm_cargoship\mvm_cargoship_a6.bsp
Setting up ray-trace acceleration structure... Done (0.55 seconds)
3097 faces
12 degenerate faces
1583853 square feet [228074832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3085 patches before subdivision
zero area child patch
78333 patches after subdivision
sun extent from map=0.087156
19 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 5458957, max 687
transfer lists: 41.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(452410, 359643, 287066)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(51821, 40391, 31935)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6667, 5184, 4025)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1194, 973, 749)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(303, 266, 202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(102, 95, 72)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(39, 38, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(16, 16, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 7, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0327 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 500/8192 6000/98304 ( 6.1%)
brushsides 4051/65536 32408/524288 ( 6.2%)
planes 2300/65536 46000/1310720 ( 3.5%)
vertexes 4343/65536 52116/786432 ( 6.6%)
nodes 1224/65536 39168/2097152 ( 1.9%)
texinfos 256/12288 18432/884736 ( 2.1%)
texdata 14/2048 448/65536 ( 0.7%)
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 3097/65536 173432/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1678/65536 93968/3670016 ( 2.6%)
leaves 1226/65536 39232/2097152 ( 1.9%)
leaffaces 3802/65536 7604/131072 ( 5.8%)
leafbrushes 1648/65536 3296/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22304/512000 89216/2048000 ( 4.4%)
edges 12738/256000 50952/1024000 ( 5.0%)
LDR worldlights 19/8192 1672/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 350/32768 3500/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6939/65536 13878/131072 (10.6%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1949328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 96925/16777216 ( 0.6%)
entdata [variable] 63659/393216 (16.2%)
LDR ambient table 1226/65536 4904/262144 ( 1.9%)
HDR ambient table 1226/65536 4904/262144 ( 1.9%)
LDR leaf ambient 7324/65536 205072/1835008 (11.2%)
HDR leaf ambient 1226/65536 34328/1835008 ( 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] 1/12 ( 8.3%)
static props [variable] 1/7204 ( 0.0%)
pakfile [variable] 1861/0 ( 0.0%)
physics [variable] 218745/4194304 ( 5.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9335
Writing c:\users\cwriv\documents\hammer maps\mvm_cargoship\mvm_cargoship_a6.bsp
34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\cwriv\Documents\Hammer Maps\mvm_cargoship\mvm_cargoship_a6.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_cargoship_a6.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -novid -hijack +map "mvm_cargoship_a6" -steam
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Nevermind, my stupid ass didn't bother to update TF2. It's working now.