I need a lot of help with this

I need a lot of help with this

Re: I need a lot of help with this Posted by Guessmyname on Fri May 20th 2005 at 7:19pm
Guessmyname
342 posts
Posted 2005-05-20 7:19pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
http://www.filefence.com/viewtopic.php?p=1366#1366

See the list there.

The big issue thats hanging over my head is that physics objects don't
appear. Its not that they're invisible - there not f**king there! This
has been going on for quite a while now and its driving me crazy. It
doesn't occur in HL2 or old (and crap) maps, it doesn't affect static
or dynamic props, so why now?
Arghhhhhhhhhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Rant over. Help, please?
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Re: I need a lot of help with this Posted by Campaignjunkie on Fri May 20th 2005 at 9:48pm
Campaignjunkie
1309 posts
Posted 2005-05-20 9:48pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Certain models are built and compiled to be used as a specific prop
type, such as prop_dynamic, prop_physics, or prop_static. If you
specify the wrong type in Hammer, then the game automatically REMOVES
them upon loading.

Run HL2 with -dev and -console. When loading your map, look in the console for error messages like "ERROR! prop_wasteland/prison_bed.mdl has propdata so it must be used as a prop_physics! Removed!" or something like that.

To get around this, you can use a prop_physics_override. That way, you
can use any model as a physics object, but it might act strangely
(float in midair, etc.)
Re: I need a lot of help with this Posted by Guessmyname on Fri May 20th 2005 at 10:28pm
Guessmyname
342 posts
Posted 2005-05-20 10:28pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
Trust me - I'm using physics objects - crab cannisters, destroyed
apcs*, cars* etc. Did you miss a pile of crab cannisters at the back,
and one on / under the bridge?

Actually, some are working and some aren't. Its the big ones (like the
cars and bit of combine helicopters that aren't working. Small stuff -
ie barrels / sawblades
  • Included in other maps but not working

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Re: I need a lot of help with this Posted by wil5on on Sat May 21st 2005 at 3:52am
wil5on
1733 posts
Posted 2005-05-21 3:52am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I beleive crab canisters are static (or dynamic). Destroyed APCs and most cars would be too. I think the physics cars are ragdolls actually. Barrels and sawblades are physics objects, so theyll work.

If this is in fact your problem, therell be red error messages in your console.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: I need a lot of help with this Posted by omegaslayer on Sat May 21st 2005 at 6:55am
omegaslayer
2481 posts
Posted 2005-05-21 6:55am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Post the compile log, this sounds like a leak to me! Also the citizens
shouldnt follow path corners, but rather assult paths, the apc and
helicopter etc. follow paths, basicaly anything that walks should use
assults (plus its more realistic)
Posting And You
Re: I need a lot of help with this Posted by Guessmyname on Sat May 21st 2005 at 11:19am
Guessmyname
342 posts
Posted 2005-05-21 11:19am
342 posts 173 snarkmarks Registered: Dec 6th 2004
Thanks on the paths / assualts info

Compile logs: I always do a bsp run first to check for leaks. There are none. But all the same:

** Executing...

** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vbsp.exe"

** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:\program files\valve\steam\steamapps\joinee_rj\half-life 2\hl2\materials

Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.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 (1)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 66 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_day03_01...

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) (570034 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (1200779 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.bsp

5 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 6

** Executing...

** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vvis.exe"

** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.bsp

reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.prt

287 portalclusters

869 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (52)

Optimized: 93 visible clusters (0.00%)

Total clusters visible: 54152

Average clusters visible: 188

Building PAS...

Average clusters audible: 287

visdatasize:22334 compressed from 22960

writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.bsp

53 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vrad.exe"

** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.bsp

3663 faces

1 degenerate faces

643010 square feet [92593472.00 square inches]

12 displacements

69134 square feet [9955313.00 square inches]

3662 patches before subdivision

25037 patches after subdivision

10 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (269)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (238)

transfers 818815, max 265

transfer lists: 6.2 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(15505, 17230, 15717)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #2 added RGB(849, 917, 748)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(68, 70, 51)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #4 added RGB(6, 6, 4)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(1, 1, 0)

Build Patch/Sample Hash Table(s).....Done<0.0627 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)

FinalLightFace Done

Ready to Finish

0 of 8 (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
33/1024
1584/49152 ( 3.2%)

brushes
686/8192
8232/98304 ( 8.4%)

brushsides
9662/65536 77296/524288
(14.7%)

planes
11990/65536 239800/1310720 (18.3%)

vertexes
5544/65536 66528/786432
( 8.5%)

nodes
876/65536 28032/2097152 (
1.3%)

texinfos
674/12288 48528/884736
( 5.5%)

texdata
47/2048
1504/65536 ( 2.3%)

dispinfos
12/0
2112/0 ( 0.0%)

disp_verts
2372/0
47440/0 ( 0.0%)

disp_tris
4128/0
8256/0 ( 0.0%)

disp_lmsamples
131314/0
131314/0 ( 0.0%)

faces
3663/65536 205128/3670016 ( 5.6%)

origfaces
3185/65536 178360/3670016 ( 4.9%)

leaves
910/65536 50960/3670016 (
1.4%)

leaffaces
4211/65536
8422/131072 ( 6.4%)

leafbrushes
1023/65536
2046/131072 ( 1.6%)

surfedges
29977/512000 119908/2048000 ( 5.9%)

edges
17420/256000 69680/1024000 ( 6.8%)

worldlights
10/8192
880/720896 ( 0.1%)

waterstrips
307/32768
3070/327680 ( 0.9%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
6579/65536 13158/131072
(10.0%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
12/512
4224/180224 ( 2.3%)

lightdata
[variable]
2009872/0 ( 0.0%)

visdata
[variable] 22334/16777216 ( 0.1%)

entdata
[variable] 68988/393216
(17.5%)

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]
1/3018 ( 0.0%)

pakfile
[variable]
20588/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 570034/4194304 (13.6%)

Total Win32 BSP file data space used: 4008280 bytes

Linux Specific Data:

physicssurface [variable] 1200779/6291456 (19.1%)

Total Linux BSP file data space used: 4639025 bytes

Total triangle count: 9744

Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.bsp

8 minutes, 35 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "c:\program
files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\landing.bsp"
"c:\program files\valve\steam\steamapps\joinee_rj\half-life
2\hl2\maps\landing.bsp"
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Re: I need a lot of help with this Posted by rival on Sat May 21st 2005 at 3:21pm
rival
512 posts
Posted 2005-05-21 3:21pm
rival
member
512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
make sure that the objects arent intersecting anything and that the radius hasnt been modified. i acutally find that when i have many physics objects right next to eachother i have to reduce the radius on all of them to a point where i cant see it
Re: I need a lot of help with this Posted by Guessmyname on Sat May 21st 2005 at 8:19pm
Guessmyname
342 posts
Posted 2005-05-21 8:19pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
omega - according to the assualt tut thats here, only the combine can assualt
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Re: I need a lot of help with this Posted by omegaslayer on Sat May 21st 2005 at 10:10pm
omegaslayer
2481 posts
Posted 2005-05-21 10:10pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Its anyone with legs, citizens can follow paths also (even zombies!). Dont know why the tut says that, but its not true.
Posting And You
Re: I need a lot of help with this Posted by Guessmyname on Sun May 22nd 2005 at 12:41pm
Guessmyname
342 posts
Posted 2005-05-22 12:41pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
It was probably fixed in an update sent out after it was written
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Re: I need a lot of help with this Posted by Myrk- on Sun May 22nd 2005 at 8:43pm
Myrk-
2299 posts
Posted 2005-05-22 8:43pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Its shows problems when you load the map, not in the compile log... Check for red lines of text when you load in the console.
-[Better to be Honest than Kind]-