Error Loading HL2 Standard Model

-Psy-

Walking round in women's underwear
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Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\psychofreak001\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy"

Valve Software - vbsp.exe (Nov 17 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\psychofreak001\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 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) (260814 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (687918 bytes)
Error! To use model "models/props_wasteland/wood_fence01a.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_wasteland/wood_fence01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 368 texinfos to 249
Reduced 39 texdatas to 34 (1378 bytes to 1055)
Writing C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\psychofreak001\half-life 2\hl2" -fast "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy"

Valve Software - vvis.exe (Sep  7 2005)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.bsp
reading c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.prt
 386 portalclusters
1378 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 8828 visible clusters (0.00%)
Total clusters visible: 113117
Average clusters visible: 293
Building PAS...
Average clusters audible: 386
visdatasize:40462  compressed from 43232
writing c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\psychofreak001\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy"

Valve Software - vrad.exe SSE (Nov  9 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.bsp
1177 faces
3 degenerate faces
252535 square feet [36365152.00 square inches]
13 displacements
25907 square feet [3730705.50 square inches]
1174 patches before subdivision
9598 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 772051, max 468
transfer lists:   5.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(10647, 3797, 1642)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1363, 492, 198)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(225, 89, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(47, 22, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(12, 7, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(4, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                213/8192         2556/98304    ( 2.6%) 
brushsides            1708/65536       13664/524288   ( 2.6%) 
planes                1352/65536       27040/1310720  ( 2.1%) 
vertexes              2484/65536       29808/786432   ( 3.8%) 
nodes                  904/65536       28928/2097152  ( 1.4%) 
texinfos               249/12288       17928/884736   ( 2.0%) 
texdata                 34/2048         1088/65536    ( 1.7%) 
dispinfos               13/0            2288/0        ( 0.0%) 
disp_verts            1677/0           33540/0        ( 0.0%) 
disp_tris             2816/0            5632/0        ( 0.0%) 
disp_lmsamples       58212/0           58212/0        ( 0.0%) 
faces                 1177/65536       65912/3670016  ( 1.8%) 
origfaces              719/65536       40264/3670016  ( 1.1%) 
leaves                 910/65536       29120/2097152  ( 1.4%) 
leaffaces             1281/65536        2562/131072   ( 2.0%) 
leafbrushes            736/65536        1472/131072   ( 1.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8413/512000      33652/2048000  ( 1.6%) 
edges                 4732/256000      18928/1024000  ( 1.8%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             87/32768         870/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1230/65536        2460/131072   ( 1.9%) 
cubemapsamples           6/1024           96/16384    ( 0.6%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      308012/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       40462/16777216 ( 0.2%) 
entdata               [variable]        1785/393216   ( 0.5%) 
LDR leaf ambient       910/65536       21840/1572864  ( 1.4%) 
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]           1/74804    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/1070     ( 0.1%) 
pakfile               [variable]       54903/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      260814/4194304  ( 6.2%) 
==== Total Win32 BSP file data space used: 1104272 bytes ====

Linux Specific Data:
physicssurface        [variable]      687918/6291456  (10.9%) 
==== Total Linux BSP file data space used: 1531376 bytes ====

XBox Specific Data:
lightmap pages        [variable]           0/0        ( 0.0%) 
lightmap infos        [variable]           0/0        ( 0.0%) 
==== Total XBox BSP file data space used: 843458 bytes ====

Total triangle count: 3157
Writing c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.bsp
38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\hl2\mapsrc\hh_holy.bsp" "c:\program files\valve\steam\steamapps\psychofreak001\half-life 2\hl2\maps\hh_holy.bsp"

Why won't it compile the damn model?
 
Tryed that but it doesnt show up in-game :(
 
you need to place all those fence models in as prop_physics and motion disabled. then they'll show up

remember they are breakable. prop_statics can't be broken
 
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