help: models not showing up in game

Discussion in 'Mapping Questions & Discussion' started by 0urher0nik0, Feb 22, 2011.

  1. 0urher0nik0

    0urher0nik0 L1: Registered

    Messages:
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    0
    i checked the compile log on interlopers and the only problem i got was not hd skybox and fastvis...

    I dont know what happened, can anyone

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.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) (108867 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 300 texinfos to 169
    Reduced 27 texdatas to 25 (653 bytes to 554)
    Writing C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory"

    Valve Software - vvis.exe (Jul 7 2010)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
    reading c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.prt
    466 portalclusters
    1369 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 7376 visible clusters (0.00%)
    Total clusters visible: 88624
    Average clusters visible: 190
    Building PAS...
    Average clusters audible: 347
    visdatasize:51433 compressed from 59648
    writing c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory"

    Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
    Setting up ray-trace acceleration structure... Done (0.16 seconds)
    2867 faces
    1136861 square feet [163708080.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2867 patches before subdivision
    114633 patches after subdivision
    29 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
    transfers 22736041, max 833
    transfer lists: 173.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(75675, 65688, 55492)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(26466, 20515, 15105)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(10350, 7091, 4521)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(4159, 2514, 1383)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1779, 943, 445)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(792, 367, 148)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(366, 148, 51)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(174, 62, 18)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(85, 26, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(42, 11, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(21, 5, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(10, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(5, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0845 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 216/8192 2592/98304 ( 2.6%)
    brushsides 1716/65536 13728/524288 ( 2.6%)
    planes 1518/65536 30360/1310720 ( 2.3%)
    vertexes 4067/65536 48804/786432 ( 6.2%)
    nodes 1139/65536 36448/2097152 ( 1.7%)
    texinfos 169/12288 12168/884736 ( 1.4%)
    texdata 25/2048 800/65536 ( 1.2%)
    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 2867/65536 160552/3670016 ( 4.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 897/65536 50232/3670016 ( 1.4%)
    leaves 1154/65536 36928/2097152 ( 1.8%)
    leaffaces 3472/65536 6944/131072 ( 5.3%)
    leafbrushes 504/65536 1008/131072 ( 0.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 17110/512000 68440/2048000 ( 3.3%)
    edges 9377/256000 37508/1024000 ( 3.7%)
    LDR worldlights 29/8192 2552/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 185/32768 1850/327680 ( 0.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2709/65536 5418/131072 ( 4.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5676332/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 51433/16777216 ( 0.3%)
    entdata [variable] 15831/393216 ( 4.0%)
    LDR ambient table 1154/65536 4616/262144 ( 1.8%)
    HDR ambient table 1154/65536 4616/262144 ( 1.8%)
    LDR leaf ambient 3117/65536 87276/1835008 ( 4.8%)
    HDR leaf ambient 1154/65536 32312/1835008 ( 1.8%)
    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] 1/1904 ( 0.1%)
    dtl prp lght [variable] 1/149 ( 0.7%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/12 ( 8.3%)
    pakfile [variable] 717/0 ( 0.0%)
    physics [variable] 108867/4194304 ( 2.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 7660
    Writing c:\program files (x86)\steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp
    26 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\0urher0nik0\sourcesdk_content\tf\mapsrc\cp_factory.bsp" "c:\program files (x86)\steam\steamapps\0urher0nik0\team fortress 2\tf\maps\cp_factory.bsp"


    just in case
     
  2. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

    Messages:
    726
    Positive Ratings:
    273
    Check for in-game errors in the console on map loading.

    Most likely prop_statics with models that were compiled without $staticprop. You need to use prop_dynamic or different models with these ones.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
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    2,365
    1) Add a version to your map, so you and others can distinguish between the changes.

    2) Check to make sure that all prop_statics can be prop_static, prop_dynamics can be prop_dynamics, etc; in other words, some models only work as statics, some as dynamics, some as physics - make sure you have the right type of prop set for each model.
     
  4. Exist

    Exist L6: Sharp Member

    Messages:
    306
    Positive Ratings:
    112
    fastvis = true

    try running on normal, see if that helps.
     
  5. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

    Messages:
    196
    Positive Ratings:
    43
    Do they just appear as errors? It may be because you made them prop_detail.
     
  6. 0urher0nik0

    0urher0nik0 L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    Yes i do have them as prop dynamic. i'll try switching them
     
  7. 0urher0nik0

    0urher0nik0 L1: Registered

    Messages:
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    IT WORKED!!!

    I love you guys. thanks so much