Prop static must be a prop dynamic blah
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Quote
Re: Prop static must be a prop dynamic blah
Posted by $loth on Thu Apr 27th at 9:00pm 2006


Ok this is my compile log:

materialPath: c:\program files\valve\steam\steamapps\****\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\cstrike\mapsrc\odeon.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_G, using default
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...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 126 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\cstrike\mapsrc\odeon.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
Can't load skybox file skybox/sky_day01_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 (1) (261250 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (377503 bytes)
Error! prop_static using model "models/props_c17/streetsign002b.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props_c17/streetsign002b.mdl"!
Error! prop_static using model "models/props_c17/streetsign005d.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props_c17/streetsign005d.mdl"!
Error! prop_static using model "models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props_c17/signpole001.mdl"!
Error! prop_static using model "models/props/CS_militia/bottle01.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props/CS_militia/bottle01.mdl"!
Error! prop_static using model "models/props/CS_militia/barstool01.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props/CS_militia/barstool01.mdl"!
Error! prop_static using model "models/props_c17/metalPot002a.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props_c17/metalPot002a.mdl"!
Error! prop_static using model "models/props_c17/metalPot001a.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props_c17/metalPot001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! detail_prop using model

"models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/signpole001.mdl"!
Error! detail_prop using model "models/props_c17/streetsign005b.mdl", which must be used on a dynamic entity (i.e.

prop_physics). Deleted.
Error loading studio model "models/props_c17/streetsign005b.mdl"!
10
Compacting texture/material tables...
Reduced 875 texinfos to 450
Reduced 95 texdatas to 92 (3481 bytes to 2851)
Writing C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\cstrike\mapsrc\odeon.bsp
13 seconds elapsed



1 threads
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\cstrike\mapsrc\odeon.bsp
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\cstrike\mapsrc\odeon.prt
577 portalclusters
1636 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 493 visible clusters (0.00%)
Total clusters visible: 94848
Average clusters visible: 164
Building PAS...
Average clusters audible: 533
visdatasize:80140 compressed from 92320
writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\cstrike\mapsrc\odeon.bsp
1 minute, 19 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\****\sourcesdk_content\cstrike\mapsrc\odeon.bsp
1632 faces
326964 square feet [47082952.00 square inches]
3 displacements
5519 square feet [794755.06 square inches]
1632 patches before subdivision
15650 patches after subdivision
50 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1317913, max 425
transfer lists: 10.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(110109, 93581, 55060)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(17938, 15188, 7384)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(4187, 3645, 1323)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1293, 1136, 332)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(498, 436, 102)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(189, 161, 32)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(83, 70, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(33, 27, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(15, 12, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(6, 5, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(3, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0220 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 9/1024 432/49152 ( 0.9%)
brushes 625/8192 7500/98304 ( 7.6%)
brushsides 3843/65536 30744/524288 ( 5.9%)
planes 1240/65536 24800/1310720 ( 1.9%)
vertexes 4454/65536 53448/786432 ( 6.8%)
nodes 1312/65536 41984/2097152 ( 2.0%)
texinfos 450/12288 32400/884736 ( 3.7%)
texdata 92/2048 2944/65536 ( 4.5%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 451/0 9020/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 14714/0 14714/0 ( 0.0%)
faces 1632/65536 91392/3670016 ( 2.5%)
origfaces 998/65536 55888/3670016 ( 1.5%)
leaves 1322/65536 42304/2097152 ( 2.0%)
leaffaces 2014/65536 4028/131072 ( 3.1%)
leafbrushes 1310/65536 2620/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11889/512000 47556/2048000 ( 2.3%)
edges 7761/256000 31044/1024000 ( 3.0%)
LDR worldlights 50/8192 4400/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 274/32768 2740/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4659/65536 9318/131072 ( 7.1%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 577492/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 80140/16777216 ( 0.5%)
entdata [variable] 54924/393216 (14.0%)
LDR leaf ambient 1322/65536 31728/1572864 ( 2.0%)
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] 1/20026 ( 0.0%)
pakfile [variable] 44811/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 261250/4194304 ( 6.2%)
==== Total Win32 BSP file data space used: 1561767 bytes ====

Linux Specific Data:
physicssurface [variable] 377503/6291456 ( 6.0%)
==== Total Linux BSP file data space used: 1678020 bytes ====

Total triangle count: 4639
Writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\cstrike\mapsrc\odeon.bsp
2 minutes, 25 seconds elapsed

Is there any way that I can get these models to come up but not be able to move in game? If I choose a prop_ like prop_physics they fall to the groud :S
They're like the ones in cs_assault.

Help is greatly appreciated




Quote
Re: Prop static must be a prop dynamic blah
Posted by $loth on Thu Apr 27th at 9:02pm 2006


Bollox, could a passing mod please move this to the HL2 editing section <img src=" SRC="images/smiles/icon_biggrin.gif">




Quote
Re: Prop static must be a prop dynamic blah
Posted by ReNo on Thu Apr 27th at 9:12pm 2006


I have no idea how you could ever accidentally post an editing question in the maps forum mate <img src=" SRC="images/smiles/icon_lol.gif">





Quote
Re: Prop static must be a prop dynamic blah
Posted by $loth on Thu Apr 27th at 9:17pm 2006


Me either :S Thought it was strange when it asked me for an incomplete map....




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Re: Prop static must be a prop dynamic blah
Posted by AlexW on Thu Apr 27th at 9:21pm 2006


Use prop_dynamic for the entity. It should work.

The models you are using probably have a "break" animation (such as the glass bottle model), and therefore need to have a dynamic-type entity.

If the compiler complains again saying that it *needs* to be a prop_physics, set the entity to prop_dynamic_override.




Quote
Re: Prop static must be a prop dynamic blah
Posted by $loth on Thu Apr 27th at 9:41pm 2006


Thanks for that, just going to try it now on a few of the models <img src=" SRC="images/smiles/icon_smile.gif">

Message submitted 23 minutes after original post:

dynamic override worked <img src=" SRC="images/smiles/icon_smile.gif"> Thanks <img src=" SRC="images/smiles/icon_smile.gif">

(p.s. edit your answer and tick the this is a solution to the problem box <img src=" SRC="images/smiles/icon_smile.gif">)




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Re: Prop static must be a prop dynamic blah
Posted by AlexW on Sat Apr 29th at 5:01pm 2006


For some odd reason I don't have the "This is a solution to the problem" checkbox. Not even if I post a new reply.

I also have a image image next to every topic but the two newest in this forum. Strange.


Glad to have helped you, though. <img src=" SRC="images/smiles/icon_biggrin.gif">





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