my model isn't showing up in my map

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Feb 21, 2005
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Hi, seems like everytime I fix the problem at hand, a new one emerges. I finally got my pumpkin model's physics model working and it shows up in worldcraft. But when I test the map it's not there!

heres the entity setup I have.

prop_dynamic
world model: models/pumpkin/pumpkin.mdl
default animation: idle2 (i added soem custom animations to this model)

compile log:


** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\swiss_cheese9797\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\Halloween" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\SteamApps\SourceMods\Halloween\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest.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\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (2285 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2285 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\swiss_cheese9797\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\Halloween" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\halloween\mapsrc\haltest.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\halloween\mapsrc\haltest.prt
9 portalclusters
12 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: 81
Average clusters visible: 9
Building PAS...
Average clusters audible: 9
visdatasize:112 compressed from 144
writing c:\program files\valve\steam\steamapps\sourcemods\halloween\mapsrc\haltest.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\swiss_cheese9797\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\Halloween" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\sourcemods\halloween\mapsrc\haltest.bsp
51 faces
167424 square feet [24109056.00 square inches]
0 displacements
0 square feet [0.00 square inches]
51 patches before subdivision
2301 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 24959, max 50
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0071 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 44/65536 880/1310720 ( 0.1%)
vertexes 75/65536 900/786432 ( 0.1%)
nodes 50/65536 1600/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 51/65536 2856/3670016 ( 0.1%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 52/65536 2912/3670016 ( 0.1%)
leaffaces 51/65536 102/131072 ( 0.1%)
leafbrushes 30/65536 60/131072 ( 0.0%)
surfedges 238/512000 952/2048000 ( 0.0%)
edges 132/256000 528/1024000 ( 0.1%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 287016/0 ( 0.0%)
visdata [variable] 112/16777216 ( 0.0%)
entdata [variable] 817/393216 ( 0.2%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2285/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 312344 bytes ====

Linux Specific Data:
physicssurface [variable] 2285/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 312344 bytes ====

Total triangle count: 112
Writing c:\program files\valve\steam\steamapps\sourcemods\halloween\mapsrc\haltest.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\mapsrc\haltest.bsp" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Halloween\maps\haltest.bsp"

and here is my .qc file

$modelname pumpkin/pumpkin.mdl
$cdmaterials models/pumpkin
$scale 1
$body studio "pumpkin.smd"

$sequence idle "pumpkin_idle" loop fps 30 ACT_IDLE 1

$sequence idle2 "pumpkin_idle2" loop fps 30

$surfaceprop "glass"

$keyvalues { "prop_data" { "base" "glass.small" } }


$collisionmodel "pumpkin_phys.smd" {
// Mass in kilograms
$mass 200.0
$concave

}


thanx for all you guys' help so far.

PS. my models in worldcraft are all black and aren't showing the effects of the environment light, is there a way to fix that?
 
im 90% sure its nothing to do with your map. its that you havent placed the compiled files into the right folders to work ingame.
its complicated to explain and hard to understand where exactly the files should be placed to work ingame.

and i would advise using my HL2 Compile Toolkit programme. however the latest version which i just released here yesterday is not working. and i am currently writing the fixes. but it will probs b ready in like a couple of hours so to save the bother of explaining i will just advise you to download and use my programme as soon as its ready
 
look over at my post, HL2 Compile Toolkit. download the programme and read 'how to use.txt' to understand how to use it to compile your model. then do the compiling of your model and tick the check box to copy to game. and your model will then work in your map.

note: carefully read the part in the how to use.txt about changing yuor qc file. you cannot use your current qc file exactly as it is.
 
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