my model isn't showing up in my map

Joined
Feb 21, 2005
Messages
304
Reaction score
0
It seems every time I solve a problem, a new one arises. I finally got my model working with animations and collision model working perfectly, it works in hlmv as well as showing up in hammer. but when I test the map It does not show up.

here's my entity setup

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

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

}


and finally here's my 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"

Thanks to you guys for all your help so far, i definately appreciate it.

PS. the models shown in hammer are all black and do not show any effects of lighting on them, is there a way to fix this? thnks again
 
You need start fade distance at -1 and end fade distance at 0

I think.
 
Also if it's not supposed to be a prop_dynamic, Source removes it upon loading the map. You *should* also get a message about this in the console.
 
Back
Top