Dr.ParadoX Posted November 3, 2018 Report Posted November 3, 2018 Made a custom prop (a simple pipe). Managed to fix a lot of problems with it. It shows up in hammer but not in the game! regardless of what prop type I choose! Map compile log and console didnt show any errors.... And now i dont know what to do! Here's the pipe model: https://files.fm/u/qpnczhr5# Quote
FMPONE Posted November 4, 2018 Report Posted November 4, 2018 Are you sure you checked static prop (if using wallworm)? Quote
Dr.ParadoX Posted November 4, 2018 Author Report Posted November 4, 2018 7 hours ago, FMPONE said: Are you sure you checked static prop (if using wallworm)? I didnt use wallworm. Forgot to mention that I made the model in Blender. Model compile log from crowbar. Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models\Pipes\pipe_test.qc" ... Compiling ".\pipe_test.qc" ... qdir: "c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\models\pipes\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\" g_path: "pipe_test.qc" Building binary model files... Working on "pipe_test.qc" SMD MODEL Pipe.smd SMD MODEL pipe-ref.smd SMD MODEL Pipe_phys.smd WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Error with convex elements of Pipe_phys.smd, building single convex!!!! Model has 1 convex sub-parts Collision model completed. --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.mdl: bones 964 bytes (1) animation x y ips angle @idle 0.00 0.00 : 1.#J ( 90.00) 0.0 animations 112 bytes (1 anims) (1 frames) [0:00] sequences 220 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 72 bytes keyvalues 0 bytes bone transforms 0 bytes bone flex driver 0 bytes Collision model volume 2643056.50 in^3 collision 0 bytes total 1728 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.vvd: vertices 9216 bytes (192 vertices) tangents 3072 bytes (192 vertices) total 12352 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1728 bytes indices: 768 bytes bone changes: 16 bytes everything: 2637 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1728 bytes indices: 768 bytes bone changes: 16 bytes everything: 2637 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1728 bytes indices: 768 bytes bone changes: 16 bytes everything: 2637 bytes Completed "pipe_test.qc" ... Compiling ".\pipe_test.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models\Pipes\pipe_test.qc" finished. Map compile log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.vmf" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.vmf material "boat/toolsinvisiblewood" not found. Material not found!: BOAT/TOOLSINVISIBLEWOOD ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "cs_black_hawk_down/toolsnodraw" not found. Material not found!: CS_BLACK_HAWK_DOWN/TOOLSNODRAW Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/plane single test/dev/dev_blendmeasure_wvt_patch 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 (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! 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) (22930 bytes) Unable to load vertex data "models/compiled 0.34\pipe_test.vvd" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test" Valve Software - vvis.exe (Jun 14 2017) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.prt 132 portalclusters 241 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: 17424 Average clusters visible: 132 Building PAS... Average clusters audible: 132 visdatasize:5548 compressed from 6336 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test" Valve Software - vrad.exe SSE (Jun 14 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp Setting up ray-trace acceleration structure... Done (0.01 seconds) 2650 faces 1 degenerate faces 2988438 square feet [430335104.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2649 patches before subdivision 175431 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11) transfers 153697451, max 2425 transfer lists: 1172.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(72644, 72033, 72033) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(6881, 6695, 6695) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(768, 738, 738) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(78, 74, 74) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(9, 8, GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.1010 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 46/8192 552/98304 ( 0.6%) brushsides 455/65536 3640/524288 ( 0.7%) planes 1194/65536 23880/1310720 ( 1.8%) vertexes 2808/65536 33696/786432 ( 4.3%) nodes 699/65536 22368/2097152 ( 1.1%) texinfos 74/12288 5328/884736 ( 0.6%) texdata 15/2048 480/65536 ( 0.7%) 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 2650/65536 148400/3670016 ( 4.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 221/65536 12376/3670016 ( 0.3%) leaves 708/65536 22656/2097152 ( 1.1%) leaffaces 2682/65536 5364/131072 ( 4.1%) leafbrushes 364/65536 728/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 11914/512000 47656/2048000 ( 2.3%) edges 6044/256000 24176/1024000 ( 2.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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%) LDR lightdata [variable] 5596820/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 5548/16777216 ( 0.0%) entdata [variable] 23481/393216 ( 6.0%) LDR ambient table 708/65536 2832/262144 ( 1.1%) HDR ambient table 708/65536 2832/262144 ( 1.1%) LDR leaf ambient 1749/65536 48972/1835008 ( 2.7%) HDR leaf ambient 708/65536 19824/1835008 ( 1.1%) 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] 106050/0 ( 0.0%) physics [variable] 22930/4194304 ( 0.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 5698 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\Plane single test.bsp" Quote
FMPONE Posted November 4, 2018 Report Posted November 4, 2018 Iirc this is related to your physics mesh. A couple of points on physics meshes: they can’t be comprised of concave pieces. If you want to do complicated shapes (other than boxes) you have to use multiple boxes to do so. Also, make sure that all your physics mesh vertices are welded and there are no thin planes part of your physics mesh. This is likely your issue, an over complicated physics mesh with thin plane slices shoots out that error about 2-dimensional geometry. Dr.ParadoX 1 Quote
Dr.ParadoX Posted November 4, 2018 Author Report Posted November 4, 2018 22 minutes ago, FMPONE said: Iirc this is related to your physics mesh. A couple of points on physics meshes: they can’t be comprised of concave pieces. If you want to do complicated shapes (other than boxes) you have to use multiple boxes to do so. Also, make sure that all your physics mesh vertices are welded and there are no thin planes part of your physics mesh. This is likely your issue, an over complicated physics mesh with thin plane slices shoots out that error about 2-dimensional geometry. So If I wanted to make a pipe for source....How would I do that? hamilton5 1 Quote
FMPONE Posted November 4, 2018 Report Posted November 4, 2018 44 minutes ago, Dr.ParadoX said: So If I wanted to make a pipe for source....How would I do that? A pipe isn’t a concave shape, it’s a convex shape. You would do a single cylinder. If it has bends in it you would do each bend as one fully-enclosed polygon piece, but one mesh. Imagine how you would make a bend with legos, each polygon has to be one solid LEGO piece, not a polygon with missing faces where the pieces attach to each other. Dr.ParadoX 1 Quote
Dr.ParadoX Posted November 10, 2018 Author Report Posted November 10, 2018 Thanks for the help! The problem has been solved! Quote
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