Propper compiling?

Discussion in 'Mapping Questions & Discussion' started by DrSquishy, Apr 27, 2017.

  1. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    I have created a custom model using propper,have added rope attachments, specified folders, added a hitbox and all of the necessary steps. propper is properly configured, and I go to run the map, but in the compile log nothing appears apart from the top 3 lines of code that always appears, and when I check my folders i specified, nothing appears. However, when I check tf\bin, i found a compile log and think this may help. what does this mean?



    materialPath: C:\Program Files\Steam\steamapps\common\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\common\team fortress 2\bin\SignProp.vmf
    Brush 22671: bounds out of range
    Brush 22671: bounds out of range
    Brush 22671: bounds out of range
    Brush 22658: bounds out of range
    Brush 22658: bounds out of range
    Brush 22658: bounds out of range
    Brush 22671: bounds out of range
    Brush 22671: bounds out of range
    Brush 22671: bounds out of range
    Brush 22658: bounds out of range
    Brush 22658: bounds out of range
    Brush 22658: bounds out of range
    fixing up env_cubemap materials on brush sides...
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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) (53578 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 30 texinfos to 13
    Reduced 2 texdatas to 2 (34 bytes to 34)
    Writing C:\Program Files\Steam\steamapps\common\team fortress 2\bin\SignProp.bsp
    Wrote ZIP buffer, estimated size 105877, actual size 105663
    0 seconds elapsed



    2 threads
    reading c:\program files\steam\steamapps\common\team fortress 2\bin\SignProp.bsp
    reading c:\program files\steam\steamapps\common\team fortress 2\bin\SignProp.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\common\team fortress 2\bin\SignProp.prt



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\common\team fortress 2\bin\SignProp.bsp
    No vis information, direct lighting only.
    304 faces
    2 degenerate faces
    907 square feet [130650.91 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 139/8192 1668/98304 ( 1.7%)
    brushsides 1547/65536 12376/524288 ( 2.4%)
    planes 3762/65536 75240/1310720 ( 5.7%)
    vertexes 533/65536 6396/786432 ( 0.8%)
    nodes 278/65536 8896/2097152 ( 0.4%)
    texinfos 13/12288 936/884736 ( 0.1%)
    texdata 2/2048 64/65536 ( 0.1%)
    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 304/65536 17024/3670016 ( 0.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 297/65536 16632/3670016 ( 0.5%)
    leaves 281/65536 8992/2097152 ( 0.4%)
    leaffaces 315/65536 630/131072 ( 0.5%)
    leafbrushes 155/65536 310/131072 ( 0.2%)
    areas 1/256 8/2048 ( 0.4%)
    surfedges 2671/512000 10684/2048000 ( 0.5%)
    edges 1530/256000 6120/1024000 ( 0.6%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 15060/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 1782/393216 ( 0.5%)
    LDR ambient table 281/65536 1124/262144 ( 0.4%)
    HDR ambient table 281/65536 1124/262144 ( 0.4%)
    LDR leaf ambient 125/65536 3500/1835008 ( 0.2%)
    HDR leaf ambient 281/65536 7868/1835008 ( 0.4%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 105663/0 ( 0.0%)
    physics [variable] 53578/4194304 ( 1.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 858
    Writing c:\program files\steam\steamapps\common\team fortress 2\bin\SignProp.bsp
    0 seconds elapsed
     
  2. 404UNF

    404UNF No longer a "TF2 Beta/Cut Content Historian".

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    I've been having a similar issue which I also posted about but this issue seems to be a tad different, as you actually appear to be getting a proper compile log whereas I'm not getting any log output whatsoever now.

    I found one result on Google where someone said "instead of using Propper in TF2's bin, use it in another game's bin (i.e. CS:GO)". I haven't tried that yet, but maybe give that a shot and see if it works. Maybe a recent TF2 update fucked Propper over?
     
  3. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Have you double checked you are actually using Propper to compile and not VBSP? Because the "Writing c:\program files\steam\steamapps\common\team fortress 2\bin\SignProp.bsp" makes me suspect you might have accidentaly specified vbsp.exe instead of propper.exe.
     
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  4. 404UNF

    404UNF No longer a "TF2 Beta/Cut Content Historian".

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    Actually Dr. Orange, you're absolutely correct. He's compiled it as a map accidentally. Propper compile logs wouldn't output skybox/lighting info, that's something VBSP would output.
     
  5. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    I definitely used propper.exe
     
  6. 404UNF

    404UNF No longer a "TF2 Beta/Cut Content Historian".

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    Woah. That's weird then.
     
  7. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    It wouldn't have been steampipe because I am using the edited version made after steampipe
     
  8. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    If this helps: propper.jpg
     
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  9. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    Should I move the .exe, .fgs or both?
     
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  10. 404UNF

    404UNF No longer a "TF2 Beta/Cut Content Historian".

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    Both, I'd say. That way it would work.
     
  11. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    Thanks
     
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  12. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    Just found time to try this, and I don't have any other valve games to put the files in the bin of:/
     
  13. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    I don't have any log output in the compile window, but I found this as a .log file in the bin