Static Props Not Showing ?

Discussion in 'Mapping Questions & Discussion' started by LunchBox, Jun 13, 2009.

  1. LunchBox

    LunchBox L1: Registered

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    Ok i read the tutorial and everything on how to make my static props visible whenever i run my map. And i have done exactly everything it has said. But for some reason my static props still do not show up. But whenever i switch the prop to dynamic and render it as normal it works just fine. But i cant have X amount of all dynamic props. I am very new to hammer so i am sure its something i am missing. Any help would be very much appreciated. Thanks
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Some props can't be used as statics, which ones are you trying to use? and it says near the beginning of the compile log if this is the case.
     
  3. LunchBox

    LunchBox L1: Registered

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    Well to be honest i downloaded your prop library and i copy and pasted several of the spytech props such as the computer chair and the desk. Pretty much alot of the props from your library and i left the setting exactly how you had them but for some reason they still would not show up whenever i ran the map
     
  4. LunchBox

    LunchBox L1: Registered

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    Ok so i took the Uniform locker prop from the decompiled gold rush map and put it directly into my map and whenever i ran it the prop still did not show up here is the compile process and i honestly have no clue what im looking for so any help would be great. Thanks.


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\abamf\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\abamf\team fortress 2\tf" "C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: c:\program files\steam\steamapps\abamf\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.vmf
    Patching WVT material: maps/dank/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/dank/nature/blendgroundtogravel005_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity team_control_point_round (-3084.40 -2946.75 73.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 22 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_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_hydro_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) (13557 bytes)
    Static prop models/props_gameplay/uniform_locker.mdl outside the map (-2426.00, -2708.00, 80.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 82 texinfos to 33
    Reduced 12 texdatas to 9 (307 bytes to 238)
    Writing C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\abamf\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\abamf\team fortress 2\tf" "C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    reading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\abamf\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files\steam\steamapps\abamf\team fortress 2\tf" "C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank"

    Valve Software - vrad.exe SSE (Mar 11 2008)

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

    Loading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.06 seconds)
    1756 faces
    2047476 square feet [294836544.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
    Build Patch/Sample Hash Table(s).....Done<0.1301 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 (7)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 6/1024 288/49152 ( 0.6%)
    brushes 33/8192 396/98304 ( 0.4%)
    brushsides 198/65536 1584/524288 ( 0.3%)
    planes 256/65536 5120/1310720 ( 0.4%)
    vertexes 2040/65536 24480/786432 ( 3.1%)
    nodes 368/65536 11776/2097152 ( 0.6%)
    texinfos 33/12288 2376/884736 ( 0.3%)
    texdata 9/2048 288/65536 ( 0.4%)
    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 1756/65536 98336/3670016 ( 2.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 93/65536 5208/3670016 ( 0.1%)
    leaves 375/65536 12000/2097152 ( 0.6%)
    leaffaces 2311/65536 4622/131072 ( 3.5%)
    leafbrushes 210/65536 420/131072 ( 0.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 7873/512000 31492/2048000 ( 1.5%)
    edges 4058/256000 16232/1024000 ( 1.6%)
    LDR worldlights 8/8192 704/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 66/32768 660/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 894/65536 1788/131072 ( 1.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 7995488/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 11795/393216 ( 3.0%)
    LDR ambient table 375/65536 1500/262144 ( 0.6%)
    HDR ambient table 375/65536 1500/262144 ( 0.6%)
    LDR leaf ambient 2817/65536 78876/1835008 ( 4.3%)
    HDR leaf ambient 375/65536 10500/1835008 ( 0.6%)
    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] 106418/0 ( 0.0%)
    physics [variable] 13557/4194304 ( 0.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3989
    Writing c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    35 seconds elapsed
    Valve Software - vrad.exe SSE (Mar 11 2008)

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

    Loading c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.04 seconds)
    1756 faces
    2047476 square feet [294836544.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
    Build Patch/Sample Hash Table(s).....Done<0.1481 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 (7)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 6/1024 288/49152 ( 0.6%)
    brushes 33/8192 396/98304 ( 0.4%)
    brushsides 198/65536 1584/524288 ( 0.3%)
    planes 256/65536 5120/1310720 ( 0.4%)
    vertexes 2040/65536 24480/786432 ( 3.1%)
    nodes 368/65536 11776/2097152 ( 0.6%)
    texinfos 33/12288 2376/884736 ( 0.3%)
    texdata 9/2048 288/65536 ( 0.4%)
    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 1756/65536 98336/3670016 ( 2.7%)
    hdr faces 1756/65536 98336/3670016 ( 2.7%)
    origfaces 93/65536 5208/3670016 ( 0.1%)
    leaves 375/65536 12000/2097152 ( 0.6%)
    leaffaces 2311/65536 4622/131072 ( 3.5%)
    leafbrushes 210/65536 420/131072 ( 0.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 7873/512000 31492/2048000 ( 1.5%)
    edges 4058/256000 16232/1024000 ( 1.6%)
    LDR worldlights 8/8192 704/720896 ( 0.1%)
    HDR worldlights 8/8192 704/720896 ( 0.1%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 66/32768 660/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 894/65536 1788/131072 ( 1.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 7995488/0 ( 0.0%)
    HDR lightdata [variable] 7995488/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 11795/393216 ( 3.0%)
    LDR ambient table 375/65536 1500/262144 ( 0.6%)
    HDR ambient table 375/65536 1500/262144 ( 0.6%)
    LDR leaf ambient 2817/65536 78876/1835008 ( 4.3%)
    HDR leaf ambient 2817/65536 78876/1835008 ( 4.3%)
    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] 106418/0 ( 0.0%)
    physics [variable] 13557/4194304 ( 0.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3989
    Writing c:\program files\steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp
    35 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\abamf\sourcesdk_content\tf\mapsrc\Dank.bsp" "c:\program files\steam\steamapps\abamf\team fortress 2\tf\maps\Dank.bsp"


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\abamf\team fortress 2\hl2.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\abamf\team fortress 2\tf" -dev -console +sv_lan 1 +map "Dank"
     
  5. eerieone

    aa eerieone

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    fix your leaks first, that might help

    if you want your log checked ---> click
     
    • Thanks Thanks x 1
  6. LunchBox

    LunchBox L1: Registered

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    41
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    4
    Oh wow thanks a whole lot. That completely fixed the problem :D BTW the server i always play on runs your map cashworks and just wanted to say amazing job its a very awesome map.
     
    • Thanks Thanks x 1
  7. pl

    pl L5: Dapper Member

    Messages:
    248
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    55
    I also noticed this:

    Your problem might not be solved ;)
     
  8. LunchBox

    LunchBox L1: Registered

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    41
    Positive Ratings:
    4
    I'm curious... I made a fully enclosed map and the leak is the prop. Whenever i move the prop the leak changes coordinates with my prop. Is there some setting where i can set like map bounds because the prop is in my spawn room.
     
  9. Walliard

    Walliard L1: Registered

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    3
    If you have a leak, then the map isn't fully enclosed. Load your map's pointfile (Map->Load Pointfile, hit OK) and a red line will trace from the prop to the void, passing through the leak at some point. If it apppears to go through a brush, check that it isn't a func_detail or a displacement.
     
  10. LunchBox

    LunchBox L1: Registered

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    ok yea i did that and turns out it is a func_detail. What should i be using instead so that it seals my map ?
     
  11. zornor

    zornor L4: Comfortable Member

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    Positive Ratings:
    23
    Just stick a non-displacement world brush (as in, the normal brush before you turn it into an entity) where the Pointfile shows where the leak goes.
     
  12. LunchBox

    LunchBox L1: Registered

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    4
    ok im going to come off as a huge noob but i have no clue how to place a non-displacement world brush. I made a cube full of no_draw and it said i still have a leak...
     
  13. SharpDagger

    SharpDagger L1: Registered

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    make a hollow cube with the skybox texture
     
  14. LunchBox

    LunchBox L1: Registered

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    My friend i have done that and it works...whenever i have a hollow cube of all nodraw and a skybox texture there is no leak...BUT and this is a big BUT...whenever i seem to add texture to my walls, and just the inside of them with the toggle texture app. so the outside is still no draw, for some reason i then have a leak. My main question is how do i go texture the ground/walls of my nodraw on the inside without having a leak ?
     
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    No no no no, no and again no. That is one of the absolute worst things to do to your map.

    Lunchbox - The pointfile is your friend, if you have a leak then 99.9% a pointfile will be generated. Follow it. If you still have a leak it means you had more than one in the first place. Keep sealing and checking. (you only need to run bsp to check for leaks, don't waste your time with vis and rad)
     
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  16. jpr

    aa jpr

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    I have no idea what you're talking about, but it seems you have turned your skybox into func_details or something. Don't do that
     
  17. Pianodan

    Pianodan L3: Member

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    16
    To elaborate a bit more;

    When you create a brush using the brush tool, it starts out as a World brush. It can then be turned into a func_detail or other brush based entity by hitting the "To Entity" button on the right side of the interface.

    Once it's an entity, it's useful for all kinds of things, but it is no longer capable of sealing your map. Neither are displacements.

    The inside of your map must be 100% sealed using WORLD brushes. If you have a brush that is currently a func_detail or some other such, you can hit the "To World" button at right to turn it back.

    As mentioned, the pointfile is the best way to check for leaks, but a very basic gut check you can do is to just use the 3d camera to fly outside the map. Fly around in the void looking at your map. If, from the outside, you can see ANYTHING on the inside that the players could see, that's going to be a problem. From the outside, all you should be able to see is skybox and the back side of world brushes.
     
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  18. LunchBox

    LunchBox L1: Registered

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    Ok thanks a whole whole bunch everyone for your help :D after all yesterday and all of last night and alot of today i finally figured out how to make a sealed map. Just i am very new and it was all very confusing.
     
  19. Forthex

    Forthex L2: Junior Member

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    12
    If it's just a building or cliff, or something without a lot of detail and intricacy, just not make it a func_detail, or leave it as a func_detail and put a nodraw textured brush behind the func_detail. If the func_detail is too big or detailed, however, you might see performance issues.
     
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  20. LunchBox

    LunchBox L1: Registered

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    Ahh ok thanks for the tip forthex :D