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