Static props not appearing

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Apr 10, 2009
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I've been creating a simple level, but run into a problem. Some props that I've put into the level are simply vanishing completely when I compile the map. Ignore the part in the title where it says static props ... they're not static props anymore. Here's an example:

deskpic1.jpg


deskpic2.jpg


Here is the Compile Log for the map:

Valve Software - vbsp.exe (May 19 2009)
2 threads
Loading C:\ErinaLines\KateBedroom.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:\ErinaLines\KateBedroom.prt...Building visibility clusters...
done (0)
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) (14175 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 48 texinfos to 25
Reduced 9 texdatas to 8 (215 bytes to 195)
Writing C:\ErinaLines\KateBedroom.bsp
0 seconds elapsed

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\erinalines\KateBedroom.bsp
reading c:\erinalines\KateBedroom.prt
8 portalclusters
8 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: 0 visible clusters (0.00%)
Total clusters visible: 62
Average clusters visible: 7
Building PAS...
Average clusters audible: 8
visdatasize:84 compressed from 128
writing c:\erinalines\KateBedroom.bsp
0 seconds elapsed

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\erinalines\KateBedroom.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
88 faces
6401 square feet [921792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
88 patches before subdivision
1082 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 68218, max 183
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(16656, 11052, 7952)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2688, 1605, 938)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(540, 237, 115)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(95, 35, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(19, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 2/1024 96/49152 ( 0.2%)
brushes 42/8192 504/98304 ( 0.5%)
brushsides 252/65536 2016/524288 ( 0.4%)
planes 98/65536 1960/1310720 ( 0.1%)
vertexes 173/65536 2076/786432 ( 0.3%)
nodes 45/65536 1440/2097152 ( 0.1%)
texinfos 25/12288 1800/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 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 88/65536 4928/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 70/65536 3920/3670016 ( 0.1%)
leaves 48/65536 1536/2097152 ( 0.1%)
leaffaces 92/65536 184/131072 ( 0.1%)
leafbrushes 69/65536 138/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 684/512000 2736/2048000 ( 0.1%)
edges 406/256000 1624/1024000 ( 0.2%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 5/32768 50/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 87/65536 174/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 36328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84/16777216 ( 0.0%)
entdata [variable] 12081/393216 ( 3.1%)
LDR ambient table 48/65536 192/262144 ( 0.1%)
HDR ambient table 48/65536 192/262144 ( 0.1%)
LDR leaf ambient 124/65536 3472/1835008 ( 0.2%)
HDR leaf ambient 48/65536 1344/1835008 ( 0.1%)
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] 1/400 ( 0.3%)
pakfile [variable] 105675/0 ( 0.0%)
physics [variable] 14175/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 228
Writing c:\erinalines\KateBedroom.bsp
3 seconds elapsed

It's happening with some of the props, but not others ... and I can't figure out why. For example, that desk is disappearing, but the magnifying glass on top of it (which is the same kind of entity as the desk) is still there.

Any ideas? Thanks in advance.
 
No advice for this? Not the first time I've come up against it ... someone else must have as well?
 
upload your *.VMF
 
I do remember having this problem, and it was because I used a model that was not in the game I was making a map for. Like using a CSS model in a HL2 map doesn't work.

Is that table from CSS?
 
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