Prop static must be a prop dynamic blah

Prop static must be a prop dynamic blah

Re: Prop static must be a prop dynamic blah Posted by $loth on Thu Apr 27th 2006 at 9:00pm
$loth
2256 posts
Posted 2006-04-27 9:00pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
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 :smile:
Re: Prop static must be a prop dynamic blah Posted by $loth on Thu Apr 27th 2006 at 9:02pm
$loth
2256 posts
Posted 2006-04-27 9:02pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Bollox, could a passing mod please move this to the HL2 editing section :biggrin:
Re: Prop static must be a prop dynamic blah Posted by ReNo on Thu Apr 27th 2006 at 9:12pm
ReNo
5457 posts
Posted 2006-04-27 9:12pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I have no idea how you could ever accidentally post an editing question in the maps forum mate :lol:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Prop static must be a prop dynamic blah Posted by $loth on Thu Apr 27th 2006 at 9:17pm
$loth
2256 posts
Posted 2006-04-27 9:17pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Me either :S Thought it was strange when it asked me for an incomplete map....
Re: Prop static must be a prop dynamic blah Posted by AlexW on Thu Apr 27th 2006 at 9:21pm
AlexW
28 posts
Posted 2006-04-27 9:21pm
AlexW
member
28 posts 3 snarkmarks Registered: Apr 8th 2005 Location: United States
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.
Re: Prop static must be a prop dynamic blah Posted by $loth on Thu Apr 27th 2006 at 9:41pm
$loth
2256 posts
Posted 2006-04-27 9:41pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Thanks for that, just going to try it now on a few of the models :smile:

<div class="abouttext">Message submitted 23 minutes after original post:</b></div>
dynamic override worked :smile: Thanks :smile:

(p.s. edit your answer and tick the this is a solution to the problem box :smile: )
Re: Prop static must be a prop dynamic blah Posted by AlexW on Sat Apr 29th 2006 at 5:01pm
AlexW
28 posts
Posted 2006-04-29 5:01pm
AlexW
member
28 posts 3 snarkmarks Registered: Apr 8th 2005 Location: United States
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 User posted image image next to every topic but the two newest in this forum. Strange.

Glad to have helped you, though. :biggrin: