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Post by cabley123 on Oct 1, 2010 15:44:50 GMT
hey guys i am near on completion of my first large map for gmod and are having some issues with the exporting i think!?
while working on the level in hammer all is fine but after i run the map in gmod or css some of the model are not there anymore. example: fully decked out office with chair,table,pcs ect.
but in game the room only will show the bookcase and pot plant.
assuming i can access these models in hammer gmod would be able to access them from the hl2 and css game files no?
anyway any help would be much loved
cable
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Post by Angush :] on Oct 1, 2010 17:08:53 GMT
Compile log?
Also I wouldn't advise setting up a configuration for Gmod. Its messy and pointless IMO. If you want to use certain models/textures, just copy them over to the game you're mapping for (eg mapping for CSS but want to use a TF2 model, copy the texture and model of the one you want to use from the TF2 dir and stick it in the CSS dir.)
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Post by Zeph on Oct 1, 2010 20:56:19 GMT
You map has not updated because there was an error in your compile log, so a new file was not made. Therefore the old one is loaded.
Post your compile log as already suggested, and we can assist you in fixing it.
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Post by cabley123 on Oct 2, 2010 0:59:27 GMT
ok thanx guys here is the compile log
** Executing... ** Command: "c:\program files\steam\steamapps\cabley123\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\cabley123\counter-strike source\cstrike" "C:\Documents and Settings\cable\Desktop\penis3.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 2 threads materialPath: c:\program files\steam\steamapps\cabley123\counter-strike source\cstrike\materials Loading C:\Documents and Settings\cable\Desktop\penis3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files\steam\steamapps\cabley123\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Documents and Settings\cable\Desktop\penis3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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 (1) (101756 bytes) Error! prop_static using model "models/props/cs_office/fire_extinguisher.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/fire_extinguisher.mdl"! Error! prop_static using model "models/props_interiors/furniture_desk01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_desk01a.mdl"! Error! To use model "models/props_combine/breenchair.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_combine/breenchair.mdl"! Error! prop_static using model "models/props/cs_office/computer_monitor.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_monitor.mdl"! Error! prop_static using model "models/props/cs_office/computer_keyboard.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_keyboard.mdl"! Error! prop_static using model "models/props/cs_office/computer_mouse.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_mouse.mdl"! Error! prop_static using model "models/props_lab/desklamp01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_lab/desklamp01.mdl"! Error! prop_static using model "models/props_junk/garbage_newspaper001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/garbage_newspaper001a.mdl"! Error loading studio model ""! Error! prop_static using model "models/props/cs_office/chair_office.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/chair_office.mdl"! Error! prop_static using model "models/props/cs_office/offpaintinge.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/offpaintinge.mdl"! Error! prop_static using model "models/props/cs_office/projector.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/projector.mdl"! Error! prop_static using model "models/props_c17/furnituretable002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable002a.mdl"! Error! prop_static using model "models/props/cs_office/file_cabinet1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1.mdl"! Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/plant01.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 856 texinfos to 475 Reduced 33 texdatas to 24 (1040 bytes to 784) Writing C:\Documents and Settings\cable\Desktop\penis3.bsp 4 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\cabley123\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\cabley123\counter-strike source\cstrike" -fast "C:\Documents and Settings\cable\Desktop\penis3"
Valve Software - vvis.exe (Jul 7 2010) fastvis = true 2 threads reading c:\documents and settings\cable\desktop\penis3.bsp reading c:\documents and settings\cable\desktop\penis3.prt 662 portalclusters 1817 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 21997 visible clusters (0.00%) Total clusters visible: 339309 Average clusters visible: 512 Building PAS... Average clusters audible: 659 visdatasize:112791 compressed from 116512 writing c:\documents and settings\cable\desktop\penis3.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\cabley123\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\cabley123\counter-strike source\cstrike" -noextra "C:\Documents and Settings\cable\Desktop\penis3"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\documents and settings\cable\desktop\penis3.bsp Setting up ray-trace acceleration structure... Done (0.51 seconds) 4161 faces 4053164 square feet [583655616.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 4161 patches before subdivision 139871 patches after subdivision sun extent from map=0.000000 86 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (44) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26) transfers 8174702, max 673 transfer lists: 62.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(577727, 544247, 429084) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(92865, 85396, 62366) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(17767, 15858, 10468) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(4039, 3460, 2027) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(991, 812, 419) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(260, 203, 93) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(70, 53, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(20, 14, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(6, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1937 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16) 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 (21) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 29/1024 1392/49152 ( 2.8%) brushes 257/8192 3084/98304 ( 3.1%) brushsides 1692/65536 13536/524288 ( 2.6%) planes 1598/65536 31960/1310720 ( 2.4%) vertexes 6232/65536 74784/786432 ( 9.5%) nodes 2116/65536 67712/2097152 ( 3.2%) texinfos 475/12288 34200/884736 ( 3.9%) texdata 24/2048 768/65536 ( 1.2%) 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 4161/65536 233016/3670016 ( 6.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 882/65536 49392/3670016 ( 1.3%) leaves 2146/65536 68672/2097152 ( 3.3%) leaffaces 4658/65536 9316/131072 ( 7.1%) leafbrushes 1287/65536 2574/131072 ( 2.0%) areas 3/256 24/2048 ( 1.2%) surfedges 22217/512000 88868/2048000 ( 4.3%) edges 11878/256000 47512/1024000 ( 4.6%) LDR worldlights 86/8192 7568/720896 ( 1.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 229/32768 2290/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3495/65536 6990/131072 ( 5.3%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 12631372/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 112791/16777216 ( 0.7%) entdata [variable] 45389/393216 (11.5%) LDR ambient table 2146/65536 8584/262144 ( 3.3%) HDR ambient table 2146/65536 8584/262144 ( 3.3%) LDR leaf ambient 10736/65536 300608/1835008 (16.4%) HDR leaf ambient 2146/65536 60088/1835008 ( 3.3%) 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] 1/2244 ( 0.0%) pakfile [variable] 265105/0 ( 0.0%) physics [variable] 101756/4194304 ( 2.4%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10367 Writing c:\documents and settings\cable\desktop\penis3.bsp 1 minute, 59 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\cable\Desktop\penis3.bsp" "c:\program files\steam\steamapps\cabley123\counter-strike source\cstrike\maps\penis3.bsp"
ignore the title of the file. i have a mate the loves 2 name things for entertainment value!
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Post by cabley123 on Oct 2, 2010 1:06:01 GMT
would those errors cant not find .mdl_chair ect be because they are from other games other than CS:S 2009.
when i start up SDK i have the choice to use engine ver. 2006 to 2009 and i have current game mode as CS:S
if i have started working on the map in CS:S can i change that to hl2 ep 2 or gmod and have no effect?
and if these other options do not show up in SDK ( hl2 ep2, gmod ect.) do i have to refresh SDK in some way?
thanx for the fest replies!
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Post by cabley123 on Oct 2, 2010 1:07:20 GMT
oh wait i read it over again!
ok so table ect the can brake into other models have to be a physics prop?
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Post by Zeph on Oct 2, 2010 1:32:02 GMT
If it can be "pushed" around, then it needs to be Physics. EG: junk like bottles. If it changes at all, then it needs to be dynamic. EG: objects with skins. If it does not move or change at all, then Static.
The way to check, when viewing them in the model viewer, click the "info" tab under the 3D image of the model. This will show you what prop type they can be. It's not 100% accurate though. Read the errors in the log for more info.
Error! prop_static using model "models/props/cs_office/chair_office.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Chair_Office needs to be Physics. for example.
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