Resupply cabinet not showing up

Discussion in 'Mapping Questions & Discussion' started by Sparkie11, Aug 17, 2016.

  1. Sparkie11

    Sparkie11 L1: Registered

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    As the title clearly states, my resupply cabinets are not showing up in game. I have set them to dynamic props, thanks in advance.

    Edit: The logic is still there the model just doesn't show up, I can get more ammo and health just no model.
     
    Last edited: Aug 17, 2016
  2. Muddy

    Server Staff Muddy Muddy

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    What are the properties of the resupply cabinets? Screencap them and post them here.
     
  3. Sparkie11

    Sparkie11 L1: Registered

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  4. Idolon

    aa Idolon the worst admin

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    Can you post your compile log? It's possible that the compiler is failing and TF2 is loading an old version of the map that doesn't have the cabinets in it.
     
  5. Sparkie11

    Sparkie11 L1: Registered

    Messages:
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    ** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road.vmf"

    Valve Software - vbsp.exe (Jul 26 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_road/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 42 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_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) (58567 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 120 texinfos to 77
    Reduced 19 texdatas to 16 (506 bytes to 409)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road.bsp
    Wrote ZIP buffer, estimated size 941, actual size 727
    2 seconds 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road"

    Valve Software - vvis.exe (Jul 26 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_road.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_road.prt
    192 portalclusters
    469 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 (0)
    Optimized: 12 visible clusters (0.08%)
    Total clusters visible: 14820
    Average clusters visible: 77
    Building PAS...
    Average clusters audible: 177
    visdatasize:10663 compressed from 9216
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_road.bsp
    0 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road"

    Valve Software - vrad.exe SSE (Jul 26 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_road.bsp
    Setting up ray-trace acceleration structure... Done (0.48 seconds)
    755 faces
    182268 square feet [26246728.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    755 patches before subdivision
    13395 patches after subdivision
    sun extent from map=0.173648
    39 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 653238, max 327
    transfer lists: 5.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(369804, 108376, 46042)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(73531, 12298, 3040)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(18723, 1833, 251)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(4428, 312, 24)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1310, 57, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(356, 11, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(117, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(34, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(12, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1, 0, 0)
    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<0.0064 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 153/8192 1836/98304 ( 1.9%)
    brushsides 925/65536 7400/524288 ( 1.4%)
    planes 474/65536 9480/1310720 ( 0.7%)
    vertexes 1257/65536 15084/786432 ( 1.9%)
    nodes 519/65536 16608/2097152 ( 0.8%)
    texinfos 77/12288 5544/884736 ( 0.6%)
    texdata 16/2048 512/65536 ( 0.8%)
    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 755/65536 42280/3670016 ( 1.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 432/65536 24192/3670016 ( 0.7%)
    leaves 534/65536 17088/2097152 ( 0.8%)
    leaffaces 891/65536 1782/131072 ( 1.4%)
    leafbrushes 385/65536 770/131072 ( 0.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 5333/512000 21332/2048000 ( 1.0%)
    edges 3145/256000 12580/1024000 ( 1.2%)
    LDR worldlights 39/8192 3432/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 76/32768 760/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1359/65536 2718/131072 ( 2.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 238632/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 10663/16777216 ( 0.1%)
    entdata [variable] 22966/393216 ( 5.8%)
    LDR ambient table 534/65536 2136/262144 ( 0.8%)
    HDR ambient table 534/65536 2136/262144 ( 0.8%)
    LDR leaf ambient 2363/65536 66164/1835008 ( 3.6%)
    HDR leaf ambient 534/65536 14952/1835008 ( 0.8%)
    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] 1/10226 ( 0.0%)
    pakfile [variable] 727/0 ( 0.0%)
    physics [variable] 58567/4194304 ( 1.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2095
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_road.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_road.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_road.bsp"