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Help with screwed up prop

A Forum Thread for Counter-Strike: Source

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I added a shed prop from cs_militia to my map but every other prop/light/entity that i put inside of it dont show up ingame.. does anyone know how to fix this? (I'll add pictures of it if neccesary) heres the compile log ** Executing... ** Command: "c:\program files\steam\steamapps\u_suck_noob\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.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\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt" Can't load skybox file skybox/sky_borealis01 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) (20135 bytes) Error! prop_static using model "models/props/de_inferno/wall_lamp2.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_inferno/wall_lamp2.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 70 texinfos to 58 Reduced 13 texdatas to 13 (255 bytes to 255) Writing C:\Program Files\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\u_suck_noob\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp reading c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.prt 214 portalclusters 763 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 (97) Optimized: 257 visible clusters (0.00%) Total clusters visible: 34837 Average clusters visible: 162 Building PAS... Average clusters audible: 213 visdatasize:13157 compressed from 13696 writing c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp 1 minute, 37 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\u_suck_noob\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp 591 faces 350244 square feet [50435256.00 square inches] 3 displacements 15008 square feet [2161152.50 square inches] 591 patches before subdivision 22301 patches after subdivision 22 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 1353125, max 358 transfer lists: 10.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(14448, 14862, 10314) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(592, 488, 244) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(75, 79, 55) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(8, 8, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(3, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0542 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 52/8192 624/98304 ( 0.6%) brushsides 322/65536 2576/524288 ( 0.5%) planes 342/65536 6840/1310720 ( 0.5%) vertexes 1208/65536 14496/786432 ( 1.8%) nodes 402/65536 12864/2097152 ( 0.6%) texinfos 58/12288 4176/884736 ( 0.5%) texdata 13/2048 416/65536 ( 0.6%) dispinfos 3/0 528/0 ( 0.0%) disp_verts 867/0 17340/0 ( 0.0%) disp_tris 1536/0 3072/0 ( 0.0%) disp_lmsamples 39464/0 39464/0 ( 0.0%) faces 591/65536 33096/3670016 ( 0.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 147/65536 8232/3670016 ( 0.2%) leaves 407/65536 13024/2097152 ( 0.6%) leaffaces 685/65536 1370/131072 ( 1.0%) leafbrushes 296/65536 592/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 3311/512000 13244/2048000 ( 0.6%) edges 1782/256000 7128/1024000 ( 0.7%) LDR worldlights 22/8192 1936/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 54/32768 540/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 753/65536 1506/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 542644/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 13157/16777216 ( 0.1%) entdata [variable] 7039/393216 ( 1.8%) LDR leaf ambient 407/65536 9768/1572864 ( 0.6%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/1904 ( 0.1%) pakfile [variable] 10012/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 20135/4194304 ( 0.5%) ==== Total Win32 BSP file data space used: 786029 bytes ==== Total triangle count: 1539 Writing c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp 39 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp" "c:\program files\steam\steamapps\u_suck_noob\counter-strike source\cstrike\maps\mv_molest.bsp

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  • Crazypip666 avatar
    Crazypip666 username pic Joined 13y ago
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    Please post your compile log.
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    Mantra
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  • poopoop avatar
    poopoop Joined 12y ago
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    Posted by Crazypip666 Please post your compile log.
    its up
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    What type of prop is the shed?
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    Mantra
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  • poopoop avatar
    poopoop Joined 12y ago
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    Posted by Crazypip666 What type of prop is the shed?
    it can be static or dynamic and i have it as static
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  • paul avatar
    paul username pic Joined 13y ago
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    No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt" Can't load skybox file skybox/sky_borealis01 to build the default cubemap! Mayb? And lol at name mv_molest.
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    Posted by Paul No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt" Can't load skybox file skybox/sky_borealis01 to build the default cubemap! Mayb?
    thats wut i was thinking too...but the skybox works fine...unless the skybox has somthing to do with the props not working?
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  • paul avatar
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    Could be a light problem seeing as how it said it couldn't build cubemaps and you said the problem involved light and various other entities.
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    poopoop Joined 12y ago
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    Posted by Paul Could be a light problem seeing as how it said it couldn't build cubemaps and you said the problem involved light and various other entities.
    that could be it...do u no how i can fix it?
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  • Crazypip666 avatar
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    Ignore the skybox error, all it means is that you need to build cubemaps in game for reflections to work. Try making the shed a prop_dynamic.
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    Posted by Crazypip666 Ignore the skybox error, all it means is that you need to build cubemaps in game for reflections to work. Try making the shed a prop_dynamic.
    ya it worked thanks alot guys
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