(FIXED) Prop Not Appearing In-Game

Discussion in 'Mapping Questions & Discussion' started by Da Spud Lord, Jun 16, 2017.

  1. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    663
    Positive Ratings:
    468
    (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: Jun 16, 2017
  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    663
    Positive Ratings:
    468
    Nevermind, my stupid ass didn't bother to update TF2. It's working now.
     
  3. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,381
    Positive Ratings:
    4,206
    In future, if stuff appears incorrectly in your map, try validating the game cache first